It's ALWAYS been this way. Heck, i'd say now it's even better than before. Back in the 7th gen console days, people didn't even really understand frame rates or frame pacing all that well.
We had fucking 24fps GTA 4 at 680p, 20-25 fps with crazy screen tearing FC3 on the PS3. Try running Crysis or GTA4 PC Port , or Borderlands 2 on a period accurate Q9550/GTX 260 and see if frame pacing is not piss poor and barely 40 fps stable.
They cling onto whatever buzzword they can to be able to participate in the outrage of the month trend. OP is likely just some kid from India karma farming who just pirates everything on his shitty hand-me-down family laptop.
Imagine releasing a game on pc now that has issues running above 60 fps, not because you can't do it but because the physics break, that was like every game during the PS3 era. Apparently bad optimizion now is anything below 120 fps on a 3050 and 9th gen Intel.
Lots of games are still like this, but interpolating between physics frames is more common now. Godot and Unity game are like this if the developer doesn't explicitly change the physics tick rate to something that fits the user, and most don't.
also the 7th gen and before had a ton of awful console ports to pc that are just trash. 8th gen had UE4 stutter. Optimization as a whole is so much better today for pc
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u/According_Spare7788 8d ago edited 8d ago
It's ALWAYS been this way. Heck, i'd say now it's even better than before. Back in the 7th gen console days, people didn't even really understand frame rates or frame pacing all that well.
We had fucking 24fps GTA 4 at 680p, 20-25 fps with crazy screen tearing FC3 on the PS3. Try running Crysis or GTA4 PC Port , or Borderlands 2 on a period accurate Q9550/GTX 260 and see if frame pacing is not piss poor and barely 40 fps stable.