killatopak
Member
Just make the framerate stable. I don't care what resolutions there are in the game.
There is no good reason for games to be sub 60fps and sub 1080p these days.
60 fps makes games feel smoother and play better. There's more control in-game and everything looks a hell of a lot better in motion because there's less choppiness in objects which are moving extremely fast.
1080p as a native resolution for most TVs just looks great. There's no stretching of pixels or bad upscaling to deal with, everything is displaying exactly how the developer expects it to be displayed, regardless of hardware quirks.
The reason we get 30fps-targeted games and sub-1080p resolutions is because of screenshots: It's easier to push polys and post-processing effects if you scale everything else back, so why not half the frame rate to double your effective prettiness, because the sheep will buy whatever as long as the still image looks pretty enough!
I'm not even asking for every game to be a hard-locked 60 fps, either. Metal Gear Rising was perfectly playable even when it dipped. But there's nobody who can claim that 30 fps is a better experience without devolving into that "cinematic experience" bullshit. No game has ever been improved by being choppier and more blurry.
This, its 2014 and i refuse to purchase sub hd games.
Didn't you know if it runs at 1080p with 60fps it couldn't possibly be a bad game!
Fucking get out of here with that shit.
I don't and have never carded if a game runs at 60fps at 1080p. As long as I'm having fun with the gameplay and everything else I don't care about such things. Is it nice for games to run at that level? Yes. Do I require all game I play to run at that level? No.
Yes I like stable frame rates, but I don't mind a bit of jank either.
Things are not that simple and going for 30fps and/or sub-1080p resolution could be more than pretty screenshots especially on boxes with standard horsepower as the consoles are - compromises have to me made either way, this can affect the visuals, IQ or the game itself...you simply can't have everything unless we're talking about a PC exclusive game and even then optimization and lowest common denominator comes into discussion.
If Insomniac went with 1080p/30fps or 900p/60fps (which is actually more demanding than the former) they would have to decrease the draw distance, poly count, downgrade the particle effects, the textures or the enemy count, as you can imagine something like this would alter the vision Incomniac had for the game and will probably made it an inferior experience due to decreased visual feedback (particle effects) and less populated world (enemy count).
Another example is Halo 3 which is still criticized for it's lackluster IQ due to the sub-HD resolution and complete lack of AA, these decisions gave us the epic double scarab fight...if the game run at 720p with 4xMSAA would such a battle be possible? most likely not, then yes the game was actually better because it was more blurry and jaggy and Bungie made the right call prioritizing more complex battle scenarios over IQ.
Resolution isn't that big of a factor for me, but framerate is important just because it makes the game just feel better.I'm curious to hear what others have to say. If resolution and framerate ARE that important to you, why is that the case?
Eh, I don't buy that whole "We had to make the game run at a poor FPS and sub-HD resolution because of the game's demands." excuse. With any game, it's possible to scale back other things than put up the frame rate and/or resolution for sacrifice, if a little harder.
To use Halo 3 as an example, they could have dialed back the lightning effects a bit, they could have simplified the geometry of the character models and/or battlefields, they could have had a dynamic draw distance dependent on the draw distance necessary, etc. They didn't have to sacrifice their FPS, they chose to sacrifice it versus other aspects of the game's visual design.
That's the thing I'd love to see developers do: Stop sacrificing frame rate as the first option when they realize they've pushed more polys on-screen than they should have. Exercise some good art direction and realize that the hundreds or thousands of enemies you want to render on screen which I will only see in passing as I mow through them on a huge, death-dealing care with a giant drill on the front could be early-PS3 quality models for all I care, because I'm not looking at a horde of enemies that closely.
Your TV also has a 60hz refresh rate minimum. Don't you want this to be used fully as well?For me it is simple. I have a 1080p tv and want 1080p native content for it.
Your TV also has a 60hz refresh rate minimum. Don't you want this to be used fully as well?
Don't care much for resolution. Frame rate is definitely more important to me but I wouldn't not buy a game because it runs at 30.
All games should run at 60 though, I need a PC...
Since we are talking about standards, 60hz was the standard in TVs ever since.... ever? I don't remember TVs being less than that, except on PAL territories where we used 50hz. Oh and games used to be 60fps from the beginning because of this. Even on Atari 2600 games were 60fps.I do think all games should be 1080p.That's the standard for TVs now
Since we are talking about standards, 60hz was the standard in TVs ever since.... ever? I don't remember TVs being less than that, except on PAL territories where we used 50hz. Oh and games used to be 60fps from the beginning because of this. Even on Atari 2600 games are 60fps.
The 30fps "standard" appeared in the PS1/N64 generation because they were the first consoles to make 3D textured graphics a standard but they weren't powerful enough to also keep up the frame rate in sync with the TV's hz. Nobody cared back then though because 3D textured graphics was awesome enough to cover this compromise.
But now there is simply no excuse to still having this compromise. Consoles are powerful enough to have 60fps as a standard along with superb 3D graphics. In fact, they were like that in the PS2/GC/XBOX generation (where many of their best looking games also run at 60fps). Unfortunately, everyone today only care about still screenshots to be as amazing as possible.
Console games before the first 3D capable consoles were 60fps, no?You apparently don't understand broadcast standards and TV tech. The idea of 30 fps (or 29.97 fps) being a "new" development is a misunderstanding of refresh rate vs frame-rate. Even just in videogames, many older games were being rendered as an interlaced signal, or with different planes/objects refreshed at different rates.
Console games before the first 3D capable consoles were 60fps, no?
The screens and sprites scroll at smooth 60fps. It doesn't mean they also have as much animation frames though. There were a few games that scrolled at 30fps but these looked jarring in comparison. I remember Sonic Spinball being tiresome because of this.They tended to render an alternating set of resolution lines, each at 30 fps, and even in that setup, the framerates/output speed weren't always locked in like you're suggesting.
The preordered cancelled is a joke
They tended to render an alternating set of resolution lines, each at 30 fps, and even in that setup, the framerates/output speed weren't always locked in like you're suggesting.
Since we are talking about standards, 60hz was the standard in TVs ever since.... ever? I don't remember TVs being less than that, except on PAL territories where we used 50hz. Oh and games used to be 60fps from the beginning because of this. Even on Atari 2600 games were 60fps.
The 30fps "standard" appeared in the PS1/N64 generation because they were the first consoles to make 3D textured graphics a standard but they weren't powerful enough to also keep up the frame rate in sync with the TV's hz (like how the arcades were powerful enough to also have smooth frame rates along with 3D textured graphics). Nobody cared back then though because 3D textured graphics in your home was awesome enough to cover this compromise.
But now there is simply no excuse to still having to deal this compromise. Consoles are powerful enough to have 60fps as a standard along with superb 3D graphics. In fact, they were like that in the PS2/GC/XBOX generation (where many of their best looking games also run at 60fps). Unfortunately, everyone today only care about still screenshots to be as amazing as possible.
Actually, no. The old consoles usually fudged with the video signals so that the TV treated the video fields as all even or all odd, resulting in a true progressive-scanned 60Hz.They tended to render an alternating set of resolution lines, each at 30 fps, and even in that setup, the framerates/output speed weren't always locked in like you're suggesting.
Framerate is a tricky question, but as far as image quality is concerned, the gameplay content isn't really what hurts Halo 3. It's mostly the lighting. The game uses a very heavy (and somewhat inefficient) buffer format to achieve phenomenal HDR depth, and some aspects of the game's lighting model are really computationally expensive.So what you're saying is that Halo 3 should have been 720p at 60fps...and that could happen at what cost exactly? everyone who played games on the PS360 should know that this would've mean heavily downgraded visuals at best and it would most certainly affect the game design/battle scenarios a lot as well with less enemies on screen/reduced scale e.t.c.
Just look at Halo 4 versus Halo 3 and the compromises that had to be made game design wise for all the improvements that 343i did on the visual department.
Err no, 2D consoles output 60 full frames per second in 240p. And even if they were interlaced, the interlacing wouldn't effect the smoothness. 60 fps in 480i is exactly as smooth as it is in 240p/480p.
Rendering a 480-line interlaced "60fps" game was most common during the sixth gen. It's not even remotely appropriate to call that "30fps", though; it's much more computationally expensive than 480p30, and much of the time it's visually impressively close to 480p60.
For me it is simple. I have a 1080p tv and want 1080p native content for it.
what about us 4k set owners?
The interlaced component was more explaining why there was a jump for more demanding outputs as time (and resolutions) went on. The framerate/smoothness component was my pointing out that slowdown and frame drops were absolutely standard in early-to-mid aged 2D games.
Actually progressive is only more demanding than interlaced if the interlaced game uses field rendering, which was extremely uncommon outside of some early PS2 titles. Also frame drops never happened in 2D games,just slow down. But the point is that nearly every single game displayed 60 unique images per second, resulting in a pleasantly smooth image that you just don't see on today's consoles (Nintendo notwithstanding).
I'm not that sensitive to frame rate and would probably struggle to guess the fps of a given game without a reference point (aging eyes I guess).
I find it quite easy to identify sub-HD resolutions, so would opt for 1080p given the choice. Gameplay is king, but in an age where a lot of people have native 1080p displays devs should be aiming for this rather than relying on scalers to perform awkward conversions.