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Have there been any definitive studies on gamers "playing" better above 30fps.

Play Mario Kart 8 2-player for a couple of hours, then switch to 4-player. Let me know how that feels.

Family members and friends who dont even regularly play games and wouldnt even recognize the word "framerate" all freak out when a 3rd player joins.

Or when you're doing 3-4 player and it shows a replay at 60fps.
 

King_Moc

Banned
i was also under the impression that the difference can't be that huge. but playing R6 Siege's multiplayer at 60fps is an awesome experience as compared to R6 Siege's Terrorist hunt co-op mode which runs at 30fps.

Those of you who can't/won't/don't understand the difference between the frame rates, i highly suggest giving Siege a try for this reason only. The difference is mind boggling. Although, u get used to either soon after, but 60fps is better experience in every way.

Terrorist Hunt in Siege really shows the difference. It's not just about look and feel, it's also far, far harder to aim. I assume due to the halved visual feedback on how the reticule is moving.
 

TheMink

Member
I thought you'd be pointing out the flaw in the analogy here where 30fps is apparently subjectively, according to this thread (edit: I guess I should add the disclaimer here that I personally think that's bollocks, YMMV) somewhere at the border of perceptive threshold for a human, whereas 10 images per second would be crippling to a tiger.

To actually give a serious reply though, no, I'm not talking about a tiger hunting you, I'm talking about how a tiger with eyesight that handicapped that badly is simply going to perform far worse in the wild than a tiger without that eyesight handicap, especially when hunting prey that has essentially undergone natural selection for millennia escaping hunters.

You know I guess I may have misunderstood the thread? I didn't realize he was saying that 30fps was subjectively worse. I thought he was saying the reason may be different than most people think?

It's not about you reacting better, it's about the game being able to recognize your reaction. Just see how less prevalent whiff punishing became in SF V when it had a really high input lag at launch (and that's a 60fps game). People didn't suddenly become worse at reacting to random buttons, the game was just too slow. You effectively got worse, even though your reactions didn't change.

Aside from input lag, higher framerates are also higher temporal resolution, which is basically motion clarity. When things are less blurred with camera movement, you will be able to discern more detail during action scenes. It may not be a huge impact, but it makes a difference.



The non-frame limited tiger would eat you even better. That's the point, not that someone playing at 30fps will always lose 100% of the time, but that the same player would do better, even if slightly, at 60fps.


Totally agree, that makes sense to me.
 

Sizzel

Member
66883337.jpg


the 30fps is good thread lives.
 
Developers/publishers must have done some market testing, surely? I mean it wouldn't be difficult to do a blind study, you grab some random people, ask them to play a video game. Different people get games with different settings, and you see which one they like the best.



I don't notice a difference

I don't believe you.

I ran the test I described in Vanquish before the patch. 30 fps was a very, very different game.

And when I say different, I mean the difference in the amount of time between a button press (or mouse movement) and the game's reaction to that input is very pronounced and obvious, especially compared to 60 fps.
 
I think when it comes to competitive games such as CS:GO, Overwatch, or Street Fighter it makes a difference. If you take two pro players or two pro teams at equal skill, the team with better Framerates will have a slight advantage because of reduced input lag.

But in general, the overall population or the average person who plays these games will most likely see less of an advantage because there skill set and mechanical ability just isn't that good. It's like equipment in sports, it certainly doesn't make the player but it for sure helps.

Also, it just looks good. :p
 

Durante

Member
60fps is not "objectively" better than 30fps. Let's face it, it's almost universally agreed on that it is better, but it isn't actually "objectively" better. It's still a matter of opinion.
It absolutely is objectively better.

As long as you are assuming that what you want to represent in a given game is continuous movement and instant reaction to inputs (a fair assumption I'd say), higher framerates and faster response times are inherently and objectively superior to lower framerates and higher response times.
 

Keihart

Member
L3iPWP0.gif




reaction time != input lag

I can't wrap my head around what's so confusing about this.

If you have a PC, go to any old game you can max out and use the UI with VSync on and off

ofcourse it isn't, but also one makes the other less relevant. It doesn't matter how much frame data you have of a bullet moving to you if you can only react at 100 ms for example. This is why people can get shot even with good reflexes in real life.

I think that the part that matters is not the input lag really when dealing with those tiny numbers but instead the information available to telegraph things that you have to react to.
 

Ferrio

Banned
Higher frame rate is always better. You can make arguments whether sacrificing frame rate for graphic fidelity is worth it or not, but if you had to choose between two games that are graphically equal you'd be fool to pick the one that ran at a lower framerate.

Try playing a fighting game at 30fps against someone playing at 60fps, it's a nightmare.
 

GametimeUK

Member
you're the one who needs to read it.

I know someone who couldn't play TLOU Remastered at 60fps. They had to bump it to 30fps. When they panned the camera at 60fps they found it jarring. They described it as motion sickness. They found 30fps more comfortable.

Sorry, it is subjective, not objective.
 
What line of thought? Using the word "objectively" correctly? How about you fuck off and read a dictionary and come back when you see that I am correct.

It's objectively better. You're wrong.

A game running at 30fps is running objectively less smoothly than one running at 60fps. Games are played in motion, not in still frames.

Your evidence is an antecdote from a friend? Come on. You know better than this.
 

Mudcrab

Member
60fps is not "objectively" better than 30fps. Let's face it, it's almost universally agreed on that it is better, but it isn't actually "objectively" better. It's still a matter of opinion.

30fps is not "objectively" better than 24fps. Let's face it, it's almost universally agreed on that it is better, but it isn't actually "objectively" better. It's still a matter of opinion.
 
I know someone who couldn't play TLOU Remastered at 60fps. They had to bump it to 30fps. When they panned the camera at 60fps they found it jarring. They described it as motion sickness. They found 30fps more comfortable.

Sorry, it is subjective, not objective.
That's like saying I have a friend who thinks a 4k screen is too detailed and hurts their eyes, therefore a 4k screen being better than a 480p one is subjective.
 

Keihart

Member
an of course the thread about why and how much can frame rate affect games in a practical way became a war between 30 and 60 fps...silly.
 

jimboton

Member
The only thing worth considering is whether 60 fps plays better than 30 fps all other things being equal, that is, input delay being the same (60 fps game reads input every 2 frames or something). Imo in that case both games would be found to play the same, though the 60 fps game would still look subjectively better to most. But this is irreleveant since in the real world it's unlikely to ever happen, and a 60 fps game will always have less input lag than a 30 fps one and will objectively play better (unless you're using your tv's frame interpolation mode achieve 60+ frames, which you totally shouldn't)
 

GametimeUK

Member
That's like saying I have a friend who thinks a 4k screen is too detailed and hurts their eyes, therefore a 4k screen being better than a 480p one is subjective.

You will have retro heads that will swear blind that some of the best visuals come from running games on a CRT. Sorry, looks like a lot of people don't know the definition of the word in this thread. It's still subjective.

*Avatar of game that runs at 15fps checks out*

Cute joke, but not on my system it doesn't.
 
You will have retro heads that will swear blind that some of the best visuals come from running games on a CRT. Sorry, looks like a lot of people don't know the definition of the word in this thread. It's still subjective.
Yeah and some people swear vaccines cause autism, the world is flat and Trump isn't a racist.
 

King_Moc

Banned
You will have retro heads that will swear blind that some of the best visuals come from running games on a CRT. Sorry, looks like a lot of people don't know the definition of the word in this thread. It's still subjective.

No, it's definitely objective. It's their subjective opinion that is wrong.
 

Izuna

Banned
ofcourse it isn't, but also one makes the other less relevant. It doesn't matter how much frame data you have of a bullet moving to you if you can only react at 100 ms for example. This is why people can get shot even with good reflexes in real life.

I think that the part that matters is not the input lag really when dealing with those tiny numbers but instead the information available to telegraph things that you have to react to.

Lemme put it this way. We're talking about input lag, not display lag. At higher framerates anyway, the player will be able to react from an earlier moment but let's not concentrate on that atm.

With input lag, the small window where the player needs to press a button to dodge a bullet in a game (or which ever), more input lag couple be the reason why they press the input but the game hasn't registered their inputs yet, meaning they can't dodge irrespective of their reactions and intention.

Going back to display lag and what a higher refresh rate does... that reaction process from the player can potentially start earlier. If we're talking about a bullet, perhaps the muzzle flash is visible after a certain amount of time. At lower refreshrates, it's possible that the start of that muzzle flash is missed because the screen is still updating (this depends on when the last refresh is).

Essentially, there are fewer ms gaps between what the player is able to see -- and fewer frames between their reaction input to when it is registered.

--
Side note... Particles running at 30fps in Gears of War 4 was horrible.
 
*Avatar of game that runs at 15fps checks out*

Grandmother by Kitty Horrorshow runs at 15 fps as an aestethic choice. I have a hard time thinking of 30 fps as an aestethic choice though. If you want it to be noticably laggy you'd pick something low like 15, not something that a lot of players won't actively notice...
 
D

Deleted member 325805

Unconfirmed Member
I know someone who couldn't play TLOU Remastered at 60fps. They had to bump it to 30fps. When they panned the camera at 60fps they found it jarring. They described it as motion sickness. They found 30fps more comfortable.

Sorry, it is subjective, not objective.

That sounds more like a broken individual :D
 
Ugh, I wish we'd stop duscussung it as "frame rate" and instead discuss it as temporal resolution. That makes it much easier to digest as a concept.

I'm not sure if that's actually easier for a lot of folks to understand, but I agree at the least it sells its value better.
 

espher

Member
I can only provide anecdotal evidence, but it's huge in first-person shooters. There's a reason people used to dial their shit down to potato-mode settings and use things like brightskins. Framerate and target contrast is a winner.

I and a colleague both saw significant (I'm talking a 50% gain over the original) gains in accuracy and headshot ratio (and, accordingly, KPM/KDR) in Planetside 2 when we both got off garbage rigs that had us running sub-30 FPS in most fights. I bottom out at about 80 now and it's significantly easier to track moving targets and twitch-shoot people.

For comparison, he's a really old pic of what I'd be dealing with for resolution/framerate and some more recent video. There's no way I'd have been able to do anything close to the video (which isn't exactly elite gameplay, to be fair) on the old rig. Frames are huge for shooters.
 

Izuna

Banned
I know someone who couldn't play TLOU Remastered at 60fps. They had to bump it to 30fps. When they panned the camera at 60fps they found it jarring. They described it as motion sickness. They found 30fps more comfortable.

Sorry, it is subjective, not objective.

That's VERY strange, considering lower framerates is commonly associated with motion sickness...

--

and as for the FPS stuff. Nah

Desktop at higher refresh rates is bae. I can read while scrolling, it's amazing.

Even a simple game like Sudeki is super bae at 100hz over 60hz
 

Keihart

Member
Lemme put it this way. We're talking about input lag, not display lag. At higher framerates anyway, the player will be able to react from an earlier moment but let's not concentrate on that atm.

With input lag, the small window where the player needs to press a button to dodge a bullet in a game (or which ever), more input lag couple be the reason why they press the input but the game hasn't registered their inputs yet, meaning they can't dodge irrespective of their reactions and intention.

Going back to display lag and what a higher refresh rate does... that reaction process from the player can potentially start earlier. If we're talking about a bullet, perhaps the muzzle flash is visible after a certain amount of time. At lower refreshrates, it's possible that the start of that muzzle flash is missed because the screen is still updating (this depends on when the last refresh is).

Essentially, there are fewer ms gaps between what the player is able to see -- and fewer frames between their reaction input to when it is registered.

i know how it works, that's why i put the numbers out, the difference is negible in perspective making other things like buffers or telegraphing moves or having a synched frame rate more important when talking about reactions.

Edit: tracking targets tho might be were increasing fps have less diminishing returns i think
 

GametimeUK

Member
That's VERY strange, considering lower framerates is commonly associated with motion sickness...

--

and as for the FPS stuff. Nah

Desktop at higher refresh rates is bae. I can read while scrolling, it's amazing.

Even a simple game like Sudeki is super bae at 100hz over 60hz

I found it strange she felt that way. Colin in his TLOU review said he found 60fps jarring, but we all know how popular he is round here, so it's pointless mentioning it.
 

Izuna

Banned
i know how it works, that's why i put the numbers out, the difference is negible in perspective making other things like buffers or telegraphing moves or having a synched frame rate more important when talking about reactions.

Well it's interesting because in fighting games and fps, knowing what to react to is the most important thing.

Like, if you're going to anti-air someone in street fighter, you gotta be ready to look for it. When people undergo reaction time tests, they are told what they are supposed to react to.

If someone unexpected happens a lot more stuff comes into play (which is why I die constantly by grenades in Titanfall 2 or get hit by those slow ass moves in Tekken).
 

levious

That throwing stick stunt of yours has boomeranged on us.
You will have retro heads that will swear blind that some of the best visuals come from running games on a CRT. Sorry, looks like a lot of people don't know the definition of the word in this thread. It's still subjective.



Cute joke, but not on my system it doesn't.


Sure, for games that have a res that doesnt line up properly with a higher res display. How about someone who prefers playing TLOU in 480p as opposed to 1080p?
 

Izuna

Banned
I found it strange she felt that way. Colin in his TLOU review said he found 60fps jarring, but we all know how popular he is round here, so it's pointless mentioning it.

I don't know who Colin is, but how long did you play with it?

Honestly, if you jump from 30fps to 60fps...

forgive my example but it's sort of like having an orgasm for the first time (I'm going to use a girl perspective) where you don't know what the feeling is, scared to pee etc.

But once you get over that hurdle there's no going back. 30fps will reforever look jarring in comparison and will never give you the clarity and benefits of 60fps.

Sure, for games that have a res that doesnt line up properly with a higher res display. How about someone who prefers playing TLOU in 480p as opposed to 1080p?

That's more subjective, honestly.

I prefer playing certain games at low resolutions all the time. I used to dislike MSAA when I was a teen.
 

j^aws

Member
I don't think I've seen an argument based around Input Lag and Human Reaction times before - these are two different things. Both together add to the feeling of walking through molasses. That is, they both add to the feeling of unresponsive controls.

Although, an individual with extremely slow reaction times can prefer high input lag, just from their own counter reactions being so slow that this coincidentally matches shit framerates.
 

KillLaCam

Banned
I found it strange she felt that way. Colin in his TLOU review said he found 60fps jarring, but we all know how popular he is round here, so it's pointless mentioning it.
Tlou Did feel weird to me going to 60fps at first. But I think that was me being used to playing it at sub 30fps. My aim and everything was off until I adjusted. It was probably the same thing for that guy
 

Spacejaws

Member
Doesn't depend on the game. It depends on having a consistent framerate. That's why even games that technically could go higher than 30fps on console are capped at 30 because they can't consistently stay at 60. And also, of course the game will look better with higher graphics settings.

Inwould say the game matters....for me..if its a fast paced FPS like DOOM then taking that graphical hit for constant 60 was a better experience for me than looking beautiful and constant 30. But for Witcher and lets say Alien:Isolation I enjoyed the higher visuals at 30 than I did toning down the textures and effects for 60. So yea for me it is inportant what type of game it is and whether I shoot for 30 or 60. Ultimately I want the game to look as pretty as possible with my limitations and if 30 is going to look stunning and 60 flat and trash I'll go for 30 everytime.

Wether it makes me better in my experience for online fps like Battlefield I would say yes but not incredibly so. My Battlefield score is still pretty low at 60 but I feel that I stay alive longer, maybe thats just being able to react better or dealing with others also at 60 or a placebo I don't know...
 

GametimeUK

Member
I don't know who Colin is, but how long did you play with it?

Honestly, if you jump from 30fps to 60fps...

forgive my example but it's sort of like having an orgasm for the first time (I'm going to use a girl perspective) where you don't know what the feeling is, scared to pee etc.

But once you get over that hurdle there's no going back. 30fps will reforever look jarring in comparison and will never give you the clarity and benefits of 60fps.



That's more subjective, honestly.

I prefer playing certain games at low resolutions all the time. I used to dislike MSAA when I was a teen.

I prefer 60fps like most people. You don't have to explain it to me, I spent a lot of money on my PC purely for higher framerates. All I'm saying is I know someone who was knocked sick by the fluidity of panning the camera.

Sure we all agree 60fps is better, but it's a matter of opinion. It hindered her performance and enjoyment. End of story.

How about someone who prefers playing TLOU in 480p as opposed to 1080p?

There's someone who prefers doing just that in this thread. Subjective. I'm right, you're wrong. It's all about preference.
 

Izuna

Banned
Tlou Did feel weird to me going to 60fps at first. But I think that was me being used to playing it at sub 30fps my aim and everything was off until I adjusted. It was probably the same thing for that guy

I dunno about how TLoU does it, but sometimes higher framerates can, in fact, affect sensitivity.
 

Keihart

Member
Well it's interesting because in fighting games and fps, knowing what to react to is the most important thing.

Like, if you're going to anti-air someone in street fighter, you gotta be ready to look for it. When people undergo reaction time tests, they are told what they are supposed to react to.

If someone unexpected happens a lot more stuff comes into play (which is why I die constantly by grenades in Titanfall 2 or get hit by those slow ass moves in Tekken).

In fighting games you read not react, most of the time. Just like real fighters do reading body language before the move is actually executed. When reaction is more important you usually have a higher time window for it, higher than the delay produced by have to go from 30 to 60 i mean.
 
You will have retro heads that will swear blind that some of the best visuals come from running games on a CRT. Sorry, looks like a lot of people don't know the definition of the word in this thread. It's still subjective.

People can have opinions. It doesn't mean that what they disagree with isn't objectively correct in a scientific sense.

Your friend is an outlier. That doesn't mean her opinion trumps science.
 

Izuna

Banned
I prefer 60fps like most people. You don't have to explain it to me, I spent a lot of money on my PC purely for higher framerates. All I'm saying is I know someone who was knocked sick by the fluidity of panning the camera.

Sure we all agree 60fps is better, but it's a matter of opinion. It hindered her performance and enjoyment. End of story.

So this is second-hand information?

You're not going to "End of story" anyone's opinion.

This is as objective as eggs giving more protein when cooked.

In fighting games you read not react, most of the time. Just like real fighters do reading body language before the move is actually executed. When reaction is more important you usually have a higher time window for it, higher than the delay produced by have to go from 30 to 60 i mean.

Unless it's SFV, where you can't really react in time because input lag is too high, haha.
 

dippa

Neo Member
First thing that came to mind was controlling recoil in games like Counter-Strike/Day of Defeat. You'll find it a bit easier to respond with a higher frame rate, put simply.
 
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