Everything has to cater to the shittiest hardware.
Up until very recently it wasn’t uncommon for developers to keep around the most craptastic old CRT TV they could get hold of just to check whether their UI would be unreadable for everybody. Ditto for TV stations.
And even after HDMI became the standard and consoles stopped supporting SD it’s not uncommon to have a TV set to the most garbage-ass factory store settings just to check that no matter how stupidly the user has set their TV they can still read text and see all the colors more or less distinctly.
You don’t need to care about it, but devs typically do.
The team at Sandfall certainly does, given they did add accessibility options to automate all the offensive QTEs and a bunch of in-game items to make builds based on taking damage instead of parrying.
Because, you know, not everything has to cater to you, but it sure is cool when devs think about these things for a second.
Still, despite all that it’s a terrible time to make timing-based minigames like that since you have no control over latency at any point of the user’s hardware chain. You simply can’t know what type of latency you’re catering to. You don’t even know the target framerate, which can range from 30-ish to 400Hz. It’s absolutely atrocious to do timing-based gameplay in modern gaming.
Everything has to cater to the shittiest hardware.
Up until very recently it wasn’t uncommon for developers to keep around the most craptastic old CRT TV they could get hold of just to check whether their UI would be unreadable for everybody. Ditto for TV stations.
And even after HDMI became the standard and consoles stopped supporting SD it’s not uncommon to have a TV set to the most garbage-ass factory store settings just to check that no matter how stupidly the user has set their TV they can still read text and see all the colors more or less distinctly.
You don’t need to care about it, but devs typically do.
The team at Sandfall certainly does, given they did add accessibility options to automate all the offensive QTEs and a bunch of in-game items to make builds based on taking damage instead of parrying.
Because, you know, not everything has to cater to you, but it sure is cool when devs think about these things for a second.
Still, despite all that it’s a terrible time to make timing-based minigames like that since you have no control over latency at any point of the user’s hardware chain. You simply can’t know what type of latency you’re catering to. You don’t even know the target framerate, which can range from 30-ish to 400Hz. It’s absolutely atrocious to do timing-based gameplay in modern gaming.