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Apr 13, 2017 at 12:09 history edited CommunityBot
replaced http://gaming.stackexchange.com/ with https://gaming.stackexchange.com/
S Dec 16, 2012 at 18:00 history edited CommunityBot
insert duplicate link
S Dec 16, 2012 at 18:00 history closed BlueRaja - Danny Pflughoeft
Michel
Frank
Dave McClelland
authenticgeek
exact duplicate
Dec 16, 2012 at 8:32 review Close votes
Dec 16, 2012 at 18:00
Dec 16, 2012 at 8:24 comment added BlueRaja - Danny Pflughoeft @e-MEE: It's somewhere uncommon now (not as low as 1% though), but back in 1995, it was extremely common for games to be fixed timestep. And many of them did not have fps-limits, because rendering too fast was simply not an issue at the time. So, running some of these games on modern machines will result in hundreds of frames (of both rendering and logic) per second.
Dec 16, 2012 at 8:16 comment added BlueRaja - Danny Pflughoeft duplicate of gaming.stackexchange.com/questions/620, gaming.stackexchange.com/questions/8420, gaming.stackexchange.com/questions/38268
Nov 16, 2012 at 5:36 history edited galacticninja
edited tags
Nov 16, 2012 at 5:35 comment added galacticninja Can you list the fps limiter or "slowdown" programs that you've used?
Jul 18, 2012 at 22:30 history edited Alok
edited tags
Jun 5, 2012 at 22:42 answer added Meepinator timeline score: 1
May 15, 2012 at 11:10 comment added Jacxel try running the game 2 times in the background :P
Jan 25, 2012 at 20:25 history tweeted twitter.com/#!/StackGaming/status/162269874234724352
Oct 27, 2011 at 5:25 comment added e-MEE rendering speed =/= game speed, in the 99% of the games
Oct 26, 2011 at 13:44 history asked user13450 CC BY-SA 3.0