You're right on Batman and the general theme, so I upvoted you, but you're totally wrong about FO4.
Physics are always tied to framerate. There is not a game physics library in wide use that is independent of update rate. In practice what usually happens is that the physics library has an internal tick rate (say every 1ms or every 2ms) and every frame N physics ticks occur to catch up. Without this, the physics sim would be dangerously unstable (and in practice, it still is).
There are many other places where game code is typically framerate dependent, not just physics. Even games that are 'framerate independent' are often framerate dependent in very subtle ways, such that players with high or low framerates gain an advantage or experience unique bugs. Most parts of a game are not continuous equations that you can perfectly evaluate at any point in time; there are always 'frames'.
So ultimately, this is not some unique cardinal sin FO4 committed. It's just another in a long series of Bethesda titles that ship incredibly buggy and broken and don't get fixed, largely as a result of the way they build software. The incredible scope of their games is a factor, though, as building games that large is EXTREMELY HARD.
Ultimately you should consider people talking about FO4 framerates that way to be in the same bucket as the types who get vigorously upset about a game being locked to 30fps: Uninformed.
Physics are always tied to framerate. There is not a game physics library in wide use that is independent of update rate. In practice what usually happens is that the physics library has an internal tick rate (say every 1ms or every 2ms) and every frame N physics ticks occur to catch up. Without this, the physics sim would be dangerously unstable (and in practice, it still is).
There are many other places where game code is typically framerate dependent, not just physics. Even games that are 'framerate independent' are often framerate dependent in very subtle ways, such that players with high or low framerates gain an advantage or experience unique bugs. Most parts of a game are not continuous equations that you can perfectly evaluate at any point in time; there are always 'frames'.
So ultimately, this is not some unique cardinal sin FO4 committed. It's just another in a long series of Bethesda titles that ship incredibly buggy and broken and don't get fixed, largely as a result of the way they build software. The incredible scope of their games is a factor, though, as building games that large is EXTREMELY HARD.
Ultimately you should consider people talking about FO4 framerates that way to be in the same bucket as the types who get vigorously upset about a game being locked to 30fps: Uninformed.