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

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  • Опубліковано 5 лют 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

КОМЕНТАРІ • 60

  • @Wylie288
    @Wylie288 2 роки тому +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 роки тому +42

      True, actually

    • @lieutenantbites5739
      @lieutenantbites5739 2 роки тому +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 роки тому +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 роки тому +4

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

    • @SparkPSX
      @SparkPSX  2 роки тому +1

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

  • @Random-hs7pw
    @Random-hs7pw 2 роки тому +6

    Hakita forgets to use deltatime for the 34362th time

  • @GordonFeeshman
    @GordonFeeshman 2 роки тому +30

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

  • @steepledmender8502
    @steepledmender8502 2 роки тому +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 роки тому +2

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

    • @SparkPSX
      @SparkPSX  2 роки тому +2

      Blocked, muted, reported and deleted

  • @Stephx2
    @Stephx2 2 роки тому +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 роки тому +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 роки тому +2

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

  • @helo3309
    @helo3309 2 роки тому +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

  • @just-mees
    @just-mees 2 роки тому +4

    That lego island rookie mistake

    • @SparkPSX
      @SparkPSX  Рік тому +1

      A fellow MattKC enjoyer

  • @Raptor-jq8jg
    @Raptor-jq8jg 2 роки тому +2

    Nice music, I love potsu

  • @raehik
    @raehik 2 роки тому +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 роки тому +3

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

    • @Hexagonaldonut
      @Hexagonaldonut 2 роки тому +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.

  • @inFamous.4042
    @inFamous.4042 2 роки тому +3

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

  • @k1ller455
    @k1ller455 2 роки тому +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 роки тому +1

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

  • @szwedzik261
    @szwedzik261 2 роки тому +2

    Thanks bro that was really helpful

  • @youtubeuser6785
    @youtubeuser6785 Рік тому +1

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

    • @SparkPSX
      @SparkPSX  Рік тому

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

  • @cadoo
    @cadoo 2 роки тому +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 роки тому +2

      Potsu songs are straight bangers

    • @cadoo
      @cadoo 2 роки тому +1

      @@SparkPSX agreed

  • @crazyblok271
    @crazyblok271 2 роки тому +2

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

  • @AttacMage
    @AttacMage 2 роки тому +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 роки тому +1

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

    • @SparkPSX
      @SparkPSX  Рік тому

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

    • @Le_cringe125
      @Le_cringe125 Рік тому

      @@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 Рік тому

      OH MY FUCKING GOD IT'S SO FAST NOW

  • @HollowedEyeHounds
    @HollowedEyeHounds 2 роки тому +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.

  • @UnculturedRosie
    @UnculturedRosie 2 роки тому +2

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

  • @deafsear7548
    @deafsear7548 2 роки тому +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

  • @guydoesthings7580
    @guydoesthings7580 2 роки тому +2

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

    • @SparkPSX
      @SparkPSX  2 роки тому +5

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

  • @KGR_r
    @KGR_r 2 роки тому +2

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

    • @SparkPSX
      @SparkPSX  2 роки тому +1

      I find those harder to use than code honestly

  • @silentkay2132
    @silentkay2132 2 роки тому +2

    MAKE MOREEEE!!!!!!!!!

  • @hdumtflncehennemi6291
    @hdumtflncehennemi6291 2 роки тому +1

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

  • @ultrawaveyt5582
    @ultrawaveyt5582 2 роки тому

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

    • @SparkPSX
      @SparkPSX  2 роки тому +1

      Add?? Subtract??

    • @ultrawaveyt5582
      @ultrawaveyt5582 2 роки тому

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

  • @dpy6721
    @dpy6721 6 місяців тому

    step one: subframe

  • @caa_la
    @caa_la 2 роки тому +1

    make more

  • @bloom-mania
    @bloom-mania 2 роки тому

    if only terraria had delta time lol

    • @SparkPSX
      @SparkPSX  2 роки тому

      "Frame Skip: off" user ✊

  • @cakeu
    @cakeu 2 роки тому

    make more!!!