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Frame-Pacing in Bloodborne and other games

I know nothing about coding but is this a common issue or is it easily fixed or is there something that causes this?

Please dummy it down for me.
 
What I don't understand is how something gets released with this very obvious problem. 30fps is already poor, this makes it feel even worse.

I think all the widely known examples got fixed too with patches, so - how does this get past QA in the first place?
 
That game produced a single duplicated frame every, ummm difficult to remember, something like 70 frames or so. Sometimes it was less frequent. I think I checked through a good few minutes worth to confirm at the time.

This is different, it seems more like the measures taken to ensure a locked 30 are actually doing more harm than good and ensuring constant stutters of their own.
No, these are not measures taken to ensure 30 fps. Not at all. This is a bug, plain and simple.

I believe the issue with Mario Kart 8 was the result of an AI design issue. There must have been a timer or something that the game relied on which caused the issue to crop up as it only occurs when AI racers are in play. It would be more difficult to fix, I'd imagine.

What?
That'd be 1FPS
Yes, I mis-typed that.

It's once every 16.7ms for a 60fps game.

hope some tard doesn't try to sue them for a dumb reason like they did killzone
They'd have no ground as this is a bug, plain and simple. There's no "feature" being used here.
 
Yeah, thanks. The way OP is phrased it sounds like it was intentional to keep 30 fps, but I really doubt that.

Yeah, if this was covering a performance issue we'd see dropped frames but probably not frames that stick around for a shorter than usual time.

It would be like this, with "2" being the frame that takes too long to render:
Code:
1 1 2 2 2 3 3 4 4

Rather than what we actually see, which is this:
Code:
1 1 2 2 2 3 4 4
 
You can generally fix framepacing for pretty much every game on PC using the right external tools.

Aside from Nvidia Inspector or D3doverrider, can you suggest anything for this please? I spent ages trying to fix this exact issue in Prototype...
 
Did they ever fix the rendering-sync/frame-pacing issues with The Evil Within on Xbox One? There was a ~7gb patch released about 2-3 months ago, I don't know if it did anything for performance (I didn't notice any significant improvement, but I wouldn't be the best person to say). It was a second patch, not the ~7gb day-one patch, that I'm talking about.
 
wasn't there screen tearing and framerate issues when this game leaked last year? ... and they didnt sort it out by launch huh? ... man...
 
You can generally fix framepacing for pretty much every game on PC using the right external tools.

A frame rate limiter? I've tried Nvidia Inspectors and it didn't fix it. Any other program(s) you'd recommend?

EDIT: or do you mean forced triple buffering?
 
Did they ever fix the rendering-sync/frame-pacing issues with The Evil Within on Xbox One? There was a ~7gb patch released about 2-3 months ago, I don't know if it did anything for performance (I didn't notice any significant improvement, but I wouldn't be the best person to say). It was a second patch, not the ~7gb day-one patch, that I'm talking about.
Nope and that was something I caught by eye as the DF analyzer couldn't even pick it up. It hasn't been addressed.

A frame rate limiter? I've tried Nvidia Inspectors and it didn't fix it. Any other program(s) you'd recommend?

EDIT: or do you mean forced triple buffering?
Rivatuner Statistics Server. That's what you want.
 
Frame pacing, and other issues that cause stutter is the one thing that is ruining this gen for me. A lot of people don't notice stutter in games so it doesn't get that much attention, but it drives me fucking crazy!!

I know it's not all related to frame pacing, but games so far this gen with stuttering that have bothered me:

-Infamous Second Son
-Thief
-COD: Advanced Warfare
-DMC Remastered (Playing this now. Happens when approaching new areas or sometimes when enemies pop on screen)
-Alien Isolation
-Dying Light (mainly interior areas, like the school)

I can deal with slowdown to a degree, but a fucking stutter....it completely screws me up.

Posted these before in various threads....

Watch when Dante starts running....

https://www.youtube.com/watch?v=fdnODsspBP0

Infamous...As you run down the street it gets choppy, presumably from the areas loading. At 1min 21sec you can see it pretty clearly.

https://www.youtube.com/watch?v=NdBuPoubfOE
Knack too. Luckily Infamous had the 30fps lock option patched in after release which improved it dramatically.
 
As Durante and a few others have said, "frame pacing" is just a general term to describe how long frames stay onscreen. You can have perfect frame pacing where frames always stick around for the intended length, or messed up frame pacing where the timing varies in weird ways. The latter is almost always unintentional.

You mean frame-times. Frame pacing is what you use to hold your frames during (durante in spanish :)) a controlled time so the rendered frame will match in the right moment to achieve smooth feelings.

30 average framerate with frame times issues means they need to fix the performance but 30 average framerate with frame pacing issues means they need to fix the frame pacing routines.

30 fps with frame pacing issues means the game runs at 30 fps for a while, then runs at 60 fps for a moment and runs at 15 fps for a moment, a so on.
 
Why they don't "implement" slowdown instead of frameskipping?
I prefer the game becoming slower than suttering all the time.
 
This issue is the worst on Bloodborne...Destiny didnt bother be, i barely noticed it..But in Bloodborne, it's very awful...How could they release the game in this state ?
 
Mario Kart 8 is 1 frame when playing with AI. It's noticeable but Bloodborne seems way worse from what I've seen so far. (My game arrives later this week).

Wasn't it patched though? Last i've read some gaffers reported that it doesn't stutter anymore.

I'm thinking about buying the game, but my OCD would kill the enjoyment a lot :(
 
Knack too. Luckily Infamous had the 30fps lock option patched in after release which improved it dramatically.

I just noticed random slowdown in Knack I didn't notice frame pacing issues. Every other game I agree with though especially Infamous SS.

I Platinumed Knack and have like 60 hours played (damn Diamonds).

I hope this gets patched because this type of issue really bothers me. As a hardcore PC gamer prior to this gen using Crossfire I had to force every game to 59fps using a frame limiter to get rid of it.

I can deal with 30fps and shimmering, long load times etc. but I am super sensitive to this type of problem. MK8 was annoying as hell.
 
Frame pacing, and other issues that cause stutter is the one thing that is ruining this gen for me. A lot of people don't notice stutter in games so it doesn't get that much attention, but it drives me fucking crazy!!

I know it's not all related to frame pacing, but games so far this gen with stuttering that have bothered me:

-Infamous Second Son
-Thief
-COD: Advanced Warfare
-DMC Remastered (Playing this now. Happens when approaching new areas or sometimes when enemies pop on screen)
-Alien Isolation
-Dying Light (mainly interior areas, like the school)

I can deal with slowdown to a degree, but a fucking stutter....it completely screws me up.

Posted these before in various threads....

Watch when Dante starts running....

https://www.youtube.com/watch?v=fdnODsspBP0

Infamous...As you run down the street it gets choppy, presumably from the areas loading. At 1min 21sec you can see it pretty clearly.

https://www.youtube.com/watch?v=NdBuPoubfOE

Advanced Warfare is fine, Ghosts on PS4 felt like a slideshow at times though.
 
dark10x said:
Frame pacing issues pop up when delivery is inconsistent
I think we need a better description here - the 16:33 etc. alternation is common for triple-buffered games and while it sometimes looks juddery, there are also cases where it looks better than stable fps (eg. Infamous).

What you describe makes me wonder if it isn't a case of buffers that are presented at intervals out-of-sync with simulation step? (eg. 16ms render frame but a 33ms step, or 50ms render frame and 33ms step etc.)
 
I guess I'm lucky enough not to notice this. After reading the DF report, I thought I would see stutter all over the place, but the only time I've seen stutter is when the frames actually dropped, and that was rarely.
 
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