my understanding is that a fighting game logic is handled by framerate, whereas something like a shooter entirely interpolated because it's based on server ticks. in a fighting game, you need those 60 frames, you need all the movement to be exact, but in shooters things are a bit more fuzzy because it's your client sending data to a server that tries to make sense of it and shoot it out to everyone else and smooths out the result to look natural.I'm aware that most attacks/movements in fighters are denoted by "frames", but what I don't really understand is why this causes an issue that other games don't need to account for. If something takes 1 frame in at 60hz and 2 frames at 120hz, those actions still ultimately come out at the same intervals of time, right?
Like I assume there are message board dorks from 2000 that used to obsess over how long a railgun would take to fire or the exact amount of time it took for a quad damage to regenerate. What's the fundamental difference between how other competitive games handle this stuff and how fighting games handle it? I'm wondering if this is just one of those outmoded things of developers tying their gamespeed logic to framerate.