system
Given the following post, respond as if you're commenting on Reddit:
human
ELI5: Why do so many game devs tie physics and other calculations to frame rate?

So many games ported to PC have horrendous support for higher refresh rates, which I know is because the developers have tied certain things like physics calculations to the frame rate.  Is this done for a good reason today, or is this a relic of the bronze age of gaming that should and will get better?
gpt
Because it's easier. There are two other options:

1) make physics and logic still tied to the actual framerate but scale it by the time between each frame

2) run physics seperately at a fixed rate and interpolate data when you render. So the FPS may be, say, 100, but physics calculations is still running 30 or 60 times a second.

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1) has issues, notably that if you have very high framerates then you'll get into stability issues with 32 bit floating point numbers. It's also not deterministic (testing issues) and for games with replay systems, well, no luck here.

2) is the most "complete" option, but it's also very complicated to implement.

To tie physics and kinematics into frame rate is a simple solution that does the job. For consoles where you'll only target one framerate, it's a practical solution. 

These days, as third party engine use is more common it's not as much an issue, since the hard engineering work is already done by Unity or Epic.