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Naruto UNS3 Full Burst locked at 30 fps on PC

danmaku

Member
Yeah, I'm not sure if the animations could be timed to work at 30 fps, it IS a console game primarily, I wonder if running double speed could throw stuff off?

60 fps isn't "faster", it just means more frames in the same amount of time. If you run SF4 at 120 fps, the game looks smoother (assuming you have a 120hz monitor) but plays the same.
 

elyetis

Member
3d vision support ? the game had 3d support on ps3 i think, but since only my computer screen has 3d not my tv...

I'm really actually more disapointed by the ugly UI than the 30fps cap.. I hope there will be a way to mod the UI for better resolution assets.

Seem like there is also far too much motion blur for good screenshots. :/

It's not the same level of disapointment that dark souls was, but it's dangerously close.
 

Gbraga

Member
I think Naruto at 60 FPS would be far too unnatural. As someone else said, 30 FPS is already three times more fluid than the anime.

I'm joking of course, but I'm not buying this at full price so I can't have a look now. Also, a framerate unlock is never such a sure thing as a resolution unlock, there could be complications deending on the engine.

The king has spoken
 

Gbraga

Member
In the steam forums some are saying that disabling SSAA makes it smoother, can anyone test this please?

EDIT: People with good rigs reporting that as well, so it's not a case of people with low end PCs getting 30fps without it, it's probably related to stutter during free battle mode and cutscenes.
 

Easy_D

never left the stone age
60 fps isn't "faster", it just means more frames in the same amount of time. If you run SF4 at 120 fps, the game looks smoother (assuming you have a 120hz monitor) but plays the same.

If the animations are framelocked (IS THIS EVEN A WORD) there's a possibility every action would play out twice as fast if the framerate was forcibly increased.
 

Gbraga

Member
If the animations are framelocked (IS THIS EVEN A WORD) there's a possibility every action would play out twice as fast if the framerate was forcibly increased.

Correct me if I'm wrong, but if they were framelocked, wouldn't the PC version drop frames in the same spots as consoles (or run faster at those spots)? Because Madara made consoles a shitfest with every move he made, but it's "smooth 30" (ugh) on PC.
 

Durante

Member
If it was truly framelocked, then whenever the framerate dropped on consoles it would slow down. No one really does framelocked games these days AFAIK. At least not complex 3D games.
 

Hellix

Member
The game is totally enjoyable and a great experience at 30fps. The fps whining on GAF is getting pretty tiring and is drowning more interesting posts.

Pretty much this. The game runs beautifully and the visuals are great. The screenshots in the OP don't do it justice.
 

Nethaniah

Member
Pretty much this. The game runs beautifully and the visuals are great. The screenshots in the OP don't do it justice.

120fps would be running beautifully, 30fps doesn't compare in any way shape or form and this port is rubbish because of it, stop letting developers tell you how to run your game.
 

M3d10n

Member
Some people seem to think that "unlocking" the framerate in a game is a trivial thing to do, when that's not the case. Let me try to explain how these things work.

For a game to properly work with an unlocked framerate, it has to be specifically programmed to support a variable framerate. Online multiplayer-ready engines like Unreal Engine 3 offer all this functionality (as well as all engines derived or inspired by ID's work on Quake 1/2/3), so this is why DMC can run at whatever framerate just fine.

However, many Japanese developers prefer to do everything in-house and are often not as up-to-date in certain programming practices. Also, when targeting a console it's infinitely easier to simply assume a fixed time has passed between each frame than implement proper variable framerate support.

Those with a little understanding might be asking: "wouldn't it be a simply matter of measuring how much time passed since the last frame instead of using a fixed value?". Well, that's technically true and it does seem to work when you implement it... at first.

The problem is that two 60fps frames will not produce the exact same simulation result as one 30fps frame. Characters will travel slightly different distances, accelerating/deaccelerating bodies will have slightly different velocities and so on. This is all due to floating point numbers having a limited precision, which means that (X * (1/60)) + (X * (1/60)) produces a slightly different number than (X * (1/30)). Example: falling to your death while sliding down stairs in Dark Souls with unlocked framerate on.

For some kinds of games, the inaccuracies can have no perceptible effect. However, it can be an issue if the game needs to reproduce a simulation based in inputs, like recording replays or featuring input-based netcode.

So, a proper way to support variable framerates is to have your game simulation run at fixed time (so it's predictable), but have the rendering interpolate between the current and the previous simulation states at variable time, so the animations and movements show as smoothly as they can without messing up the simulation. This article explains how to do it and talks about the caveats of the fixed and variable timesteps.

However, this technique has one drawback: it introduces some input lag, since the game is displaying an interpolated state of the last two simulation states, instead of drawing whatever it calculated right away. This is the source of the so called "engine lag" in many modern games.

TL/DR:
It's unfair to call a port of a game that was not designed to support variable framerates "lazy" because variable framerate is not a simple flag to be enabled and supporting it might require too deep changes to the game's architecture.
 

Nethaniah

Member
Can't people just enjoy the game rather than discredit it for not having 60 FPS?

This thread though seems to be specifically about the locked framerate so that's probably why that's being discussed, go find the OT for this game if you want to discuss the actual game and not the port? That or don't enter these threads if you don't like what's being discussed.
 

RetroDLC

Foundations of Burden
This thread though seems to be specifically about the locked framerate so that's probably why that's being discussed, go find the OT for this game if you want to discuss the actual game and not the port?

It's a thread related question as it seems to me that people call out every game that can't go above 30 FPS and some sites even make news stories out of it.

Why not both? I bought it, I played about an hour and liked it, I'll keep playing it, but I'd like my games to run at 60fps if possible.

I agree, I just wish people could see beyond it.
 

Gbraga

Member
It's a thread related question as it seems to me that people call out every game that can't go above 30 FPS and some sites even make news stories out of it.

But that's good, if everyone just thought "oh well" and went to play it without even mentioning such issue, publishers would get the idea that it's ok to have games with locked framerates on PC, and it isn't.

It's important that people complain about this kind of thing. Imagine if everyone just thought "always on DRM is bad, but the game is fun! let's not complain about it and just play instead"
 

Nethaniah

Member
It's a thread related question as it seems to me that people call out every game that can't go above 30 FPS and some sites even make news stories out of it.

It's an important thing to bring up because it speaks to the quality of the port and how much effort has been put into it, regardless of wether or not it's easy to do (making the game have an uncapped framerate) going the extra mile only ensures people will be more interested in your output and doing the opposite will mean your games will surely be passed on for titles that have been optimized for the platform.
 

Clawww

Member
Pretty much this. The game runs beautifully and the visuals are great. The screenshots in the OP don't do it justice.

Why are you okay with a mandatory fps limit? Even if you prefer 30fps (lol) or don't mind it, why does people not wanting to be held back seem to bother you? Get over yourself.
 

Durante

Member
Some people seem to think that "unlocking" the framerate in a game is a trivial thing to do, when that's not the case. Let me try to explain how these things work.

For a game to properly work with an unlocked framerate, it has to be specifically programmed to support a variable framerate. Online multiplayer-ready engines like Unreal Engine 3 offer all this functionality (as well as all engines derived or inspired by ID's work on Quake 1/2/3), so this is why DMC can run at whatever framerate just fine.

However, many Japanese developers prefer to do everything in-house and are often not as up-to-date in certain programming practices. Also, when targeting a console it's infinitely easier to simply assume a fixed time has passed between each frame than implement proper variable framerate support.

Those with a little understanding might be asking: "wouldn't it be a simply matter of measuring how much time passed since the last frame instead of using a fixed value?". Well, that's technically true and it does seem to work when you implement it... at first.

The problem is that two 60fps frames will not produce the exact same simulation result as one 30fps frame. Characters will travel slightly different distances, accelerating/deaccelerating bodies will have slightly different velocities and so on. This is all due to floating point numbers having a limited precision, which means that (X * (1/60)) + (X * (1/60)) produces a slightly different number than (X * (1/30)). Example: falling to your death while sliding down stairs in Dark Souls with unlocked framerate on.

For some kinds of games, the inaccuracies can have no perceptible effect. However, it can be an issue if the game needs to reproduce a simulation based in inputs, like recording replays or featuring input-based netcode.

So, a proper way to support variable framerates is to have your game simulation run at fixed time (so it's predictable), but have the rendering interpolate between the current and the previous simulation states at variable time, so the animations and movements show as smoothly as they can without messing up the simulation. This article explains how to do it and talks about the caveats of the fixed and variable timesteps.

However, this technique has one drawback: it introduces some input lag, since the game is displaying an interpolated state of the last two simulation states, instead of drawing whatever it calculated right away. This is the source of the so called "engine lag" in many modern games.

TL/DR:
It's unfair to call a port of a game that was not designed to support variable framerates "lazy" because variable framerate is not a simple flag to be enabled and supporting it might require too deep changes to the game's architecture.
That's true in theory and all, but for it to be applicable in this case would mean that the UNS3 console version would actually have to slow down when it drops below 30 FPS, rather than simply dropping frames. Does it? Because if it doesn't, they already do handle variable frame rates.

And since the vast majority of games on consoles these days do not hold a fixed frame time in all situations, I question your claim that "it's infinitely easier to simply assume a fixed time has passed between each frame than implement proper variable framerate support", for modern games. Maybe it looks easier in the start, but it still seems like bad programming practice. Doubly so if your game will ever be multiplatform (even if not on PC).


Edit:
Just remembered that further up in the thread someone said it drops to 27/28 FPS. So it already does support variable frame rates. Unless, again, it actually does this by slowing down. Which would be easy to checkby slowing it down to 5 FPS or something like that on purpose.
 

Easy_D

never left the stone age
If it was truly framelocked, then whenever the framerate dropped on consoles it would slow down. No one really does framelocked games these days AFAIK. At least not complex 3D games.

What I meant was that animations were tied to the 30 fps stuffs. Like Halo on PC. You can unlock the framerate, movement feels smooth but animations still look very, what's the word? Sluggish?
 

ezodagrom

Member
That's true in theory and all, but for it to be applicable in this case would mean that the UNS3 console version would actually have to slow down when it drops below 30 FPS, rather than simply dropping frames. Does it? Because if it doesn't, they already do handle variable frame rates.

And since the vast majority of games on consoles these days do not hold a fixed frame time in all situations, I question your claim that "it's infinitely easier to simply assume a fixed time has passed between each frame than implement proper variable framerate support", for modern games. Maybe it looks easier in the start, but it still seems like bad programming practice. Doubly so if your game will ever be multiplatform (even if not on PC).


Edit:
Just remembered that further up in the thread someone said it drops to 27/28 FPS. So it already does support variable frame rates. Unless, again, it actually does this by slowing down. Which would be easy to checkby slowing it down to 5 FPS or something like that on purpose.
Just tested it, used Dxtory to limit the framerate at 10fps, the game plays in slow motion at that framerate.
 

Elratauru

Neo Member
Just tested it, used Dxtory to limit the framerate at 10fps, the game plays in slow motion at that framerate.

I can confirm this. Hell I can even make it run in slow-motion naturally, with SSAA 2X it runs at 20fps on my HD7700 at 1080p. The game is completely tied to the 30 FPS both on consoles and of course, the PC port, so changing the fps to another value would speed up or slow-down the game animations and pretty much everything else.
 
Isn't this the whole LA Noire debacle? Key frames were supposed to be framerate dependent, but unlocking does nothing to harm the animation.
 

Silky

Banned
-Fighting game
-Locked to 30FPS
-PC version

55cc9933_bandicam2013-09-1216-27-51-862.gif


What is this madness???

Locking a fighting game at 30fps? It shouldn't be less than 60fps in the first place.

It's not a fighting game. It's a Naruto game.

Anyway, I got the game for free, so no skin off of my back lol
 

Skilletor

Member
It's not a fighting game. It's a Naruto game.

Anyway, I got the game for free, so no skin off of my back lol

This is true. The game is more for the spectacle than for balance. There is no timing of which to speak, really.

I had some 20 dollars in credit from Amazon, so I used it to grab this. It is gorgeous, but still disappointed at the lesser framerate.
 

Wonko_C

Member
On my ancient low end 4.5 years old rig (Core 2 @ 2.8GHz, 8 GB RAM and ATI 4670 HD 1GB), I'm getting a steady 28 (during the intensive portions of the battles with clones and support etc) - 30 FPS at 945p resolution, which I think is pretty okay for what I'm running it on. The game is very CPU intensive (pegged to 75+% to 90% usage at times, especially when loading stages) but not so GPU intensive, as I noted when looking through the Task Manager and GPUz while playing in windowed mode. Also performs even better in full screen mode.

Quad Core? if it is, I'm afraid this thing will be unplayable on mine since it's a Core 2 Duo with half the ram.
 

ezodagrom

Member
Quad Core? if it is, I'm afraid this thing will be unplayable on mine since it's a Core 2 Duo with half the ram.
My sister's PC has a Core 2 Duo E7400, 4GB RAM, Radeon HD4850, the game plays mostly fine (has a few occasional framerate drops) at 1440x900 with anti-aliasing turned off.
 

Hellix

Member
Why are you okay with a mandatory fps limit? Even if you prefer 30fps (lol) or don't mind it, why does people not wanting to be held back seem to bother you? Get over yourself.
It doesn't bother me at all. 60 fps is nice but my experience with the game is not damaged by it.
 

Korezo

Member
The game is totally enjoyable and a great experience at 30fps. The fps whining on GAF is getting pretty tiring and is drowning more interesting posts.

When the game released I immediately went to the community page on steam and guess what was the #1 discussion with majority of posts? Naruto Locked at 30fps.. That was there way before a OT was made on Neogaf, so yeah everyone whines about 30fps because its a pc game. People would of just bought the console version.
 

Tain

Member
Just tested it, used Dxtory to limit the framerate at 10fps, the game plays in slow motion at that framerate.

Yup. It's wild, especially from the perspective of PC gamers that don't play a lot of Japanese games, but many Japanese engines are still made this way.
 

KageZero

Member
Is this even playable with a gamepad besides the xbox official one? I't wont recognize my gamepad even if it works with other games like trine, mark of the ninja....
 

Korezo

Member
Is this even playable with a gamepad besides the xbox official one? I't wont recognize my gamepad even if it works with other games like trine, mark of the ninja....

The game says it only has partial controller support so probably only some work.
 

KageZero

Member
Great now you need to buy a new gamepad to play it as well since with keyboard it's really hard. They should put these informations on a visible place...
 
I've never played a naruto game ever but I think I'll start with trying this one for pc.

edit:
Doesn't bother me it is fps capped. But I am curious whether the cap is necessary or not.
 
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