ekske1
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Having it tied to the refresh rate isn't the same as scaling up or optimising. In fact, it would be neither being a different implementation untying and independent within/from the loop.I won't say outdated, I'm thinking more along the lines of optimising for available hardware capabilities. Scaling up for more cores/threads and so forth. Good examples are Skyrim/Fallout where the physics engine goes bonkers with a high FPS, or StarCraft 2 that runs poorly on systems with low core frequencies but high core counts (Ryzen, for example).