The game is designed around 60 fps.
Game time and track triggers/delays are measured in ticks, 60 ticks per second.
This is to keep all players on the same timing for leaderboard and game mechanics like moving objects in game.
This is a screenshot from Trials Fusion editor, but the basics are the same, 60 ticks = 1 second, 1 tick = 1/60th of a second.
![]()
Right, I understand the game runs at 60 ticks per second, but many other games are also running at 60 ticks like Action Henk and SEUM (just to name some I play) and the FPS is uncapped and the in game times are consistent. I just don't quite understand why there is a need to cap FPS on Trials. It seems like it's just the way Redlynx decides to do it and they are sticking to it I guess.
It's because the game is for the most part physics based. Around your rider is a bubble that triggers the "physics" system for objects. This, trough the engine, is tied to the framerate. So if you have lower framerate everything goes slower, if you have higher framerate, everything goes faster. It's the reason why there are no rewinds in replays. Because inputs of tracks are stored, not a video replay of the track. so physics are again calculated based on the replay inputs, you can't really reverse it trough calculations.
My guess is that they've been using the same game engine, just modifying it along the years, which means they'd have to recreate the game in a modern game engine. They most likely would do it, but evaluated that making this switch is not worth the investment.
reads like a laughable corporate statement.Originally Posted by TeriXeri Go to original post