The Most Common Bug in Video Game History (and how to fix it)

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  • Опубликовано: 10 фев 2025
  • In this video we're gonna go over the most common bug in video game history and how to fix it.
    Music in the background:
    potsu - letting go
    #ultrakill #spark #glitch #bug #tutorial #explanation #listenable

Комментарии • 60

  • @Wylie288
    @Wylie288 2 года назад +165

    Its not a bug its an oversight.
    This is the default behavior of all computer hardware. There is no bug. This is a complete lack of accounting for runtime.

    • @SparkPSX
      @SparkPSX  2 года назад +42

      True, actually

    • @lieutenantbites5739
      @lieutenantbites5739 2 года назад +44

      I don't really like the way you phrased it.
      Code pretty much always runs the way it is written. A bug is any oversight or unintended effect of such code. When your code doesn't run the way you want it to, we call it a bug. Even if the code is running "correctly," because otherwise there'd be no bugs.

    • @FunMaker39
      @FunMaker39 2 года назад +12

      This is a bug due to oversight. Rocket turning speed is not meant to be bound to framerate, but it does so it is a bug. Hardware has nothing to do with this, hardware has no concept of ultrakill rocket or the game itself. It's just game logic not taking delta time into account which results in a bug.

  • @inertia_dagger
    @inertia_dagger 2 года назад +4

    oh so that's why rockets go wild after a small button tap

    • @SparkPSX
      @SparkPSX  2 года назад +1

      You might be on an old version, this is patched now

  • @Random-hs7pw
    @Random-hs7pw 2 года назад +6

    Hakita forgets to use deltatime for the 34362th time

  • @GordonFeeshman
    @GordonFeeshman 2 года назад +30

    Wow, this video explained this perfectly, underrated, nice work!

  • @Stephx2
    @Stephx2 2 года назад +27

    throughout watching this video i had no idea you were a small channel, your content is very short, but very well made!

    • @SparkPSX
      @SparkPSX  2 года назад +3

      That's kinda what I'm going for, I'm not that good at keeping the viewers attention for long periods of time so I'll just keep it short

    • @Stephx2
      @Stephx2 2 года назад +2

      @@SparkPSX youll improve over time im sure! i hope u go far!

  • @steepledmender8502
    @steepledmender8502 2 года назад +16

    I think this is why when I see other people use rockets they seem more agile and mobile but when I use it feels clunky and messy

  • @garrisonsanderson2147
    @garrisonsanderson2147 2 года назад +2

    "faster isn't always better"
    That's what
    She said

    • @SparkPSX
      @SparkPSX  2 года назад +2

      Blocked, muted, reported and deleted

  • @just-mees
    @just-mees 2 года назад +4

    That lego island rookie mistake

    • @SparkPSX
      @SparkPSX  Год назад +1

      A fellow MattKC enjoyer

  • @Raptor-jq8jg
    @Raptor-jq8jg 2 года назад +2

    Nice music, I love potsu

  • @helo3309
    @helo3309 2 года назад +14

    that made me remember a lot of video games I've played that delay the speech
    (it plays the audio, but the game is so laggy that even when the speech ends, the chaaracter is still speakingw the mouth of the character has to stop moving so that he/she can say anything else)
    it doesnt impact much, just gives you more wait time/cutsene time

  • @raehik
    @raehik 2 года назад +8

    Thanks for this video.
    The game Factorio has a clean model useful for discussing this idea. In their engine, rendering a frame is separated from running a single tick of game logic. A frame is rendered based on a given game logic state. The logic updates can be capped at 60Hz, and now the game runs at the same speed regardless of frame painting.
    Interestingly, due to the game contents and internals, the logic updates tend to slow down before the rendering code. So in certain cases, you end up with a slower game, but the frames are fine. You don't see this in your average game because 3D games are largely GPU-bound, but Factorio is a CPU-bound 2D game.

    • @SparkPSX
      @SparkPSX  2 года назад +3

      Yeah, that's a really good example, I play factorio too btw

    • @Hexagonaldonut
      @Hexagonaldonut 2 года назад +1

      Minecraft is also a great example of this, as it runs off a pretty similar process (albeit at 20Hz instead), also resulting in it being primarily CPU-bound performance-wise rather than GPU-bound.
      Though, being 3D, the effects of high load tend to stack up a lot quicker than with Factorio.

  • @k1ller455
    @k1ller455 2 года назад +2

    Returning here 2 years after I first saw the video, I realised just now how much I have learnt. I am so grateful for your channel, everytNice tutorialng

  • @alleywayyyyy
    @alleywayyyyy 2 года назад +1

    this is so underrated. great editing and straight to the point, i love it.

  • @szwedzik261
    @szwedzik261 2 года назад +2

    Thanks bro that was really helpful

  • @inFamous.4042
    @inFamous.4042 2 года назад +3

    Thats why i cant turn the rocket while playing at 15fps, what a video now where is my hammer...

  • @cadoo
    @cadoo 2 года назад +3

    Dude first of all great video. Second of all you are the first guy I have ever seen use a song from potsu in a vid

    • @SparkPSX
      @SparkPSX  2 года назад +2

      Potsu songs are straight bangers

    • @cadoo
      @cadoo 2 года назад +1

      @@SparkPSX agreed

  • @crazyblok271
    @crazyblok271 2 года назад +2

    really good vid, i totally thought you would have 10+ thousand subs!

  • @UnculturedRosie
    @UnculturedRosie 2 года назад +2

    thank you so much! i always wondered what this meant when using unity.

  • @youtubeuser6785
    @youtubeuser6785 Год назад +1

    ah so thats why im always crashing into the walls and not turn quickly

    • @SparkPSX
      @SparkPSX  Год назад

      You should be on an old version, this is patched now

  • @HollowedEyeHounds
    @HollowedEyeHounds 2 года назад +1

    sometimes even better than time.deltaTime is time.fixedDeltaTime, which is (typically) tied to the time between physics updates.
    Might not be the case for every engine, but it's necessary to maintain physics accuracy by ensuring that any discrepancies between physics updates are accounted for.

  • @AttacMage
    @AttacMage 2 года назад +4

    I will admit that I do like the game to be tied to framerate when I'm getting like 20fps. just can't control it when I'm missing 2/3rds the action

  • @Le_cringe125
    @Le_cringe125 2 года назад +1

    mmm, love when my fps fucking sucks, and so rocket is slow asf

    • @SparkPSX
      @SparkPSX  Год назад

      It used to turn slower than a semi-truck on a roundabout

    • @Le_cringe125
      @Le_cringe125 Год назад

      @@SparkPSX as a guy who suffered from it, and still got to wave 40, i absolutely can prove it, tho i didn't turn on a rocket since. gonna check how it feels now

    • @Le_cringe125
      @Le_cringe125 Год назад

      OH MY FUCKING GOD IT'S SO FAST NOW

  • @guydoesthings7580
    @guydoesthings7580 2 года назад +2

    Weird that this is happening, because unity has FixedUpdate() which runs at 60 times a second regardless of computer

    • @SparkPSX
      @SparkPSX  2 года назад +5

      2 things could have happened, they either multiplied by delta time IN fixedUpdate() OR they forgot to use deltatime in Update()

  • @silentkay2132
    @silentkay2132 2 года назад +2

    MAKE MOREEEE!!!!!!!!!

  • @deafsear7548
    @deafsear7548 2 года назад +1

    Since delta time is 2 frames, wouldnt it still be tied to the framerate?
    Like, if i were torturing myself and playing at 2 fps then every delta time tick would be a second, whereas if were playing at 200 fps it would be 0.01 seconds

  • @KGR_r
    @KGR_r 2 года назад +2

    good i don't know how to code I use unreal engine building blocks

    • @SparkPSX
      @SparkPSX  2 года назад +1

      I find those harder to use than code honestly

  • @hdumtflncehennemi6291
    @hdumtflncehennemi6291 2 года назад +1

    Sa. TNice tutorials quarantine is making question my whole existence.

  • @ultrawaveyt5582
    @ultrawaveyt5582 2 года назад

    in my game if i have a cooldown that needs to be run i add/subtract deltatime every frame

    • @SparkPSX
      @SparkPSX  2 года назад +1

      Add?? Subtract??

    • @ultrawaveyt5582
      @ultrawaveyt5582 2 года назад

      @@SparkPSX yes. Cooldownvariableholder -= Time.deltaTime;

  • @dpy6721
    @dpy6721 6 месяцев назад

    step one: subframe

  • @caa_la
    @caa_la 2 года назад +1

    make more

  • @cakeu
    @cakeu 2 года назад

    make more!!!

  • @bloom-mania
    @bloom-mania 2 года назад

    if only terraria had delta time lol

    • @SparkPSX
      @SparkPSX  2 года назад

      "Frame Skip: off" user ✊