![]() ![]() Plus we are talking about different genres and platforms, with a mouse in a competitive setting you are so precise that even the mouse polling frequency did matter. ![]() It's a bit of a different discussion because there the choice was not 30fps or 60fps and in many cases, going faster also meant the input and the simulation were polled faster. This article is about marketing: Ībout the competitive FPS players, I know and agree. I don't do marketing so I don't know a shit, and marketing is about what people buy, that is way different from what people say. That is not marketing, sometimes a good decision can lead to less sales. It was strictly about quality, that's to say we tested what looked better and we asked what felt more responsive, and people preferred 30fps with motion blur and were not really able to tell the two apart from a responsiveness standpoint. So again: good for you, gold stars all around, but I'll agree to disagree with the outcome. I actually got it to something like 50fps with vsync off, but the remaining 10fps would have been a huge refactoring exercise that there simply wasn't time for. One of my more recent projects shipped rendering at 30fps - and it really would have benefited from 60fps. They'd already bought the game - and the competitive edge of a high framerate is what mattered above everything else.Īlthough my previous rant was also something of vent for my pent-up frustration. When users were left to their own devices, nobody honestly cared what the game looked like - so long as they had the most fluid framerate possible with which to slaughter other players. This was a marketing exercise, not something driven by gameplay.īut if you were playing online games in the late '90s and early '00s, you'd know that competitive FPS players would routinely butcher their graphics settings on the altar of FPS. You polled on what people "liked", not actual win statistics. :p (Nah, I kid.)Īlthough in fairness, you were testing to see what settings would lead to higher sales, not to more effective control of the game. Motion blur might be a replacement for high framerate, but in my honest opinion, it's a sucky one at that. Not just the controls or the speed of the simulation. The visual input you get decides how quick you can react. It doesn't matter if the game can detect 1000 button presses per second if you have 0.033 to 0.04 seconds of latency every frame. You are limited by the slowest part of the system. ![]() The internal frequency of the physics/gameloop can be fixed, but there is no reason to impose a limit on the renderer.Īlso I don't blame him from going with what the playtesters recommended, but personally I would be dismayed if the input frequency and physics frequency was much higher than the graphics framerate. Jokes aside, I think games should run as fast as they can. So you gamers are still spoiled with your 30 fps -) In the demoscene, 10 fps goes as "realtime" for Amiga AGA. If the difference wasn't huge, then the early groundbreaking racing games such as Ridge Racer, Daytona, and Sega Rally wouldn't have made such an effort to run at 60, when they could have had double the polygons at 30!Īt least we have indie games, to preserve the joy of 60fps action, something which otherwise would be well and truly dead these days, sacrificed before the gods of excessive detail, over-the-top shaders, and smeary post effects. When the camera is moving into the screen at high speed, no smeary motion blur shader can compensate for the 'missing frames'. It's a real shame that there's so few that run at 60fps on this generation of consoles. ![]() It's just about undisputable that 30fps racing games look rubbish compared to 60fps. but I will comment on a case that I'm far more familiar with. I've not played the Fight Night series, so I can't comment on this specific case. And many scenes in 3D movies are IMHO ruined by the '24fps judder' As certain camera movements in movies are juddery as hell (long camera pans - effectively 2D scrolling, which looks worse than pretty much anything at sub-60fps). And yes, we're conditioned into accepting 30fps as 'movie-like'. The 'cinematic' argument pops up more and more. ![]()
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