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TIGSource ForumsPlayerGames30 vs 60 fps
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rj
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« Reply #40 on: May 05, 2015, 08:43:15 PM »

honestly i think below 60 it starts to get noticeable, especially once you get to the 54/55 range and below

if your game is constantly running above 60 but is jumping all over the place (60 to 90 to 70 to whatever) i think it'll still feel smooth since it's still substantially smooth

idk maybe that's just me
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Türbo Bröther
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« Reply #41 on: May 05, 2015, 08:59:30 PM »

128 should be the next target, that's the ideal framerate for Quake 3 or maybe that's changed since I last checked twelve years ago.
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LyndonHolland
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« Reply #42 on: May 06, 2015, 02:48:54 AM »

http://30vs60.com

from a purely aesthetic perspective, I just think 30 fps looks more holistic and comfortable, whereas 60 fps draws more attention to its artificial construct
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« Reply #43 on: May 06, 2015, 02:49:48 AM »

wat
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« Reply #44 on: May 06, 2015, 02:54:21 AM »

that's right, Garrent, I'm starting a backlash
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oahda
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« Reply #45 on: May 06, 2015, 02:55:29 AM »

http://30vs60.com

from a purely aesthetic perspective, I just think 30 fps looks more holistic and comfortable, whereas 60 fps draws more attention to its artificial construct
Can't say I noticed any difference.
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SirNiko
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« Reply #46 on: May 06, 2015, 02:56:14 AM »


I cannot tell the difference between these two videos.
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Garrent
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« Reply #47 on: May 06, 2015, 03:22:18 AM »

it's a rubbish video to compare.

try a well lit environment, the difference is noticeable just by moving the camera
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Netsu
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« Reply #48 on: May 06, 2015, 03:38:23 AM »

It's a small terribly compressed recorded video of a game. I don't see any difference either, while in-game it would be instantly visible during fast camera turns.
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J-Snake
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« Reply #49 on: May 06, 2015, 03:44:44 AM »

Ideal scenario to notice the difference would be pure sideways translatory movement so a sidescroller would be suited better for that. But the difference should be well noticeable to a healthy human. It can be that your browser isn't displaying 60hz.
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Nillo
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« Reply #50 on: May 06, 2015, 03:46:33 AM »

I noticed the difference right away. Guess that makes me some kinda video aficionado.
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J-Snake
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« Reply #51 on: May 06, 2015, 03:55:25 AM »

i think the only major thing is consistency

make sure your game ALWAYS runs at 30. or 60. or whatever.

Is this even possible? Games are pretty dynamic. Some scenes lag so much more or less than average, it would probably be easier for them to target 60 (and let it dip to 30 at times, where it's less noticeable than a dip below 30) or provide a consistent 60 (no scene ever lags, with average being far greater than 60 without the cap) than to try to keep consistency throughout the entire game scene after scene, possibility after possibility.

Even with AAA console titles, I notice they mention "30 fps!" but that is average fps. It still dips to <10 in some instances. Disgusting and unacceptable, but people still buy in droves. Oi vei.
It is possible. If you struggle to keep 60hz then simply let it run more consistently at 30hz. I agree with Dragonmaw here. Sure, the processing time of each scene can differ, but it doesn't mean you should utilize as much hardware power as possible to make "the best" out of it at the expense of mechanical consistency. That's what many, especially graphics focused, game developers don't get.



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« Reply #52 on: May 06, 2015, 05:00:39 AM »

for AAA console game devs its a choice between between higher graphical fidelity and a better framerate (or else spending absurd amounts of time on optimization). GRAFIXX are a potential selling point for games, framerates aren't. most AAA devs would rather sell their game to the general public rather than the 5 nerds who actually care about framerates (esp in these days of ridiculous budgets and studios getting closed for 1 mediocre selling game)

EDIT: also games where framerate is actually important in a gameplay sense (fighting games, twitchy shooters etc) tend to have stable framerates anyway
« Last Edit: May 06, 2015, 05:27:24 AM by Silbereisen » Logged
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« Reply #53 on: May 06, 2015, 05:11:33 AM »

As long as it's not 5 frames a second, I don't really notice  Tongue
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« Reply #54 on: May 06, 2015, 06:16:21 AM »

I think stability is most important, be it 30 or 60 fps, but those where you need to turn/act quickly especially if you need to act per frame do need to be 60. I can't understand how the general public can appreciate choppiness, it would take away from both casual and intensive playthroughs by turning the game into a patience simulator.
« Last Edit: May 06, 2015, 06:27:28 AM by vinheim3 » Logged
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« Reply #55 on: May 06, 2015, 06:22:02 AM »

The difference is pretty noticeable even in that tiny slow clip. Maybe y'all have shit monitors.

in which case maybe stop commenting?
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« Reply #56 on: May 06, 2015, 06:30:59 AM »

i bet both are 30fps and its just a placebo test
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oahda
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« Reply #57 on: May 06, 2015, 07:17:25 AM »

The difference is pretty noticeable even in that tiny slow clip. Maybe y'all have shit monitors.

in which case maybe stop commenting?
My specs say 60 Hz and I bought it last year, so I guess it can do it???
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« Reply #58 on: May 06, 2015, 07:53:12 AM »

i notice a slight difference but i still dont care B)
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« Reply #59 on: May 06, 2015, 07:55:49 AM »

The new Mortal Kombat keeps a steady 60fps rate during the fights when you need the controls to be precise but then switches to 30fps during the fatalities and x-rays moves. I believe the models have more details when in that mode and the animations are more complex with the limbs being teared apart and the characters making pain expressions so the game needs some better graphical fidelity and would be hard to keep the 60fps framerate. As a developer I thought it was a nice solution to the problem when I've heard about it, meanwhile some people at Neogaf were complaining that it was unacceptable for the game to run at 30fps during those scenes and that it should be "fixed".

Some people are getting pretty dumb over this kind of stuff.
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