Quote Originally Posted by Valkyrie_Lenneth View Post
Only if the game engine is tied to it. Games do not inherintly process data (read game logic) faster at higher framerates.

I'm curious now if anyone has tested the games animation locks between low and high framerates now though. Has anyone actually tested this? Or are you comparing this game to other based on how they work.

Cuz the gcd is still time based, not frame based.
I explained this already, but you decided to resort to ad hominem (hence the retaliation in kind). And since you question my experience, know that I have experience with Unreal and with other proprietary systems. My latest project that I am apart of utilizes frames to synchronize events.

However that project is not network based (as it doesn't utilize a network for any function). GCD are handled by the server itself, as are all of the skills and abilities. Its only movements (but not position) that would affected by frames.

Perception of those movements are mostly irrelevant. Your brain will fill in the gaps and it is very good about doing that. But if the framerate is lower, you will have a noticeable degradation in precision, and in some extreme cases your character movement will be slower. The latter only happens if the local framerate drops below the server tick rate. In which case the server will interpret the commands coming intermittently unless the game has a means of compensating for that. Most don't.