New Spike VGA Teaser Video For PS3 Exclusive [Troll Levels Approaching Maximum]

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Apr 23, 2009
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May 22, 2009
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What is this "60fps" talk trend ?

Do you guys actually know what it means ?

Any genre that doesn't require just-frames or extremely fast response times does not need to run at 60 fps. To have your game render at 60 fps, you need to try and optimize every performance aspects. This means cutting down on graphics (shaders, effects, post-processing, ...) to lessen the strain, lower the details and have a constant stream of 60 frames rendered per second.

It's required for say a fighting game, where 2 opponents need to respond quickly to what's happening, or racing games, or virtual simulations. The game scans for player input 60 times per second instead of ~30 times.
You can try and do both, and only the only example I can think of is Gran Turismo 5. But the game is developed for one platform, this means they can do things that they wouldn't if it were multiplatform (Cell-specific code optimization, etc...).

But for a 3rd person game ? An fps ? An rpg ? These games focus more on delivering great graphics and entertaing people than per-frame accurate response times. Setting the goal of having he game run at "30fps" is actually what allows more stuff to be happening on the screen and more eye candy. Take the uncharted series for example, targetting 30 frames per second allows them to render and process more stuff. It's common actually for every 3rd person action game.

Thought I'd clear that up, as a techie, sorry if it's a rant but people need to know.
 
Apr 9, 2011
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What is this "60fps" talk trend ?

Do you guys actually know what it means ?

Any genre that doesn't require just-frames or extremely fast response times does not need to run at 60 fps. To have your game render at 60 fps, you need to try and optimize every performance aspects. This means cutting down on graphics (shaders, effects, post-processing, ...) to lessen the strain, lower the details and have a constant stream of 60 frames rendered per second.

It's required for say a fighting game, where 2 opponents need to respond quickly to what's happening, or racing games, or virtual simulations. The game scans for player input 60 times per second instead of ~30 times.
You can try and do both, and only the only example I can think of is Gran Turismo 5. But the game is developed for one platform, this means they can do things that they wouldn't if it were multiplatform (Cell-specific code optimization, etc...).

But for a 3rd person game ? An fps ? An rpg ? These games focus more on delivering great graphics and entertaing people than per-frame accurate response times. Setting the goal of having he game run at "30fps" is actually what allows more stuff to be happening on the screen and more eye candy. Take the uncharted series for example, targetting 30 frames per second allows them to render and process more stuff. It's common actually for every 3rd person action game.

Thought I'd clear that up, as a techie, sorry if it's a rant but people need to know.
You seem to be forgetting about how good the smoothness of 60FPS games looks. Look at Devil May Cry 4...it looks better than many games which may be technically more advanced, because of how smooth it is in motion(and also the visuals themselves are excellent, of course).

And of course there is the matter of the DMC games requiring precision timing, just as much as fighting games..but that is rather unusual.
 
Feb 3, 2009
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Word in the pitlane is that the big reveal is a new entry in the Miner Willy franchise.

As you'll all know after the massive success of Manic Miner and Jet Set Willy Matthew Smith was working on it's sequel - Willy Meets The Taxman - and Ubisoft, in conjunction with Trip Hawkins and the good people at SavilleSoft, are working on a full 2.5D version of Taxman using Smith's original design documents.

Eugene Jarvis and the late Roy Kinnear have been helping flesh out the story and the game, currently titled 'Fuckdog and the Walking Nutsack Sisters', is due out in 2021 - just in time for the end of humanity as we know it.

I'm psyched!
 
Apr 3, 2010
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It would be great if this is some kind of RPG.


SCE having a playstation exclusive answer to fallout and Mass Effect would be superb.



I want a open world western RPG without all the jankyness that normally comes with it.
 
Jun 12, 2011
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What is this "60fps" talk trend ?

Do you guys actually know what it means ?

Any genre that doesn't require just-frames or extremely fast response times does not need to run at 60 fps. To have your game render at 60 fps, you need to try and optimize every performance aspects. This means cutting down on graphics (shaders, effects, post-processing, ...) to lessen the strain, lower the details and have a constant stream of 60 frames rendered per second.

It's required for say a fighting game, where 2 opponents need to respond quickly to what's happening, or racing games, or virtual simulations. The game scans for player input 60 times per second instead of ~30 times.
You can try and do both, and only the only example I can think of is Gran Turismo 5. But the game is developed for one platform, this means they can do things that they wouldn't if it were multiplatform (Cell-specific code optimization, etc...).

But for a 3rd person game ? An fps ? An rpg ? These games focus more on delivering great graphics and entertaing people than per-frame accurate response times. Setting the goal of having he game run at "30fps" is actually what allows more stuff to be happening on the screen and more eye candy. Take the uncharted series for example, targetting 30 frames per second allows them to render and process more stuff. It's common actually for every 3rd person action game.

Thought I'd clear that up, as a techie, sorry if it's a rant but people need to know.
As a techie? People were making a joke, and clearly you haven't been on GAF to know almost everything you stated most members already know.
 
Mar 21, 2011
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What is this "60fps" talk trend ?

Do you guys actually know what it means ?

Any genre that doesn't require just-frames or extremely fast response times does not need to run at 60 fps. To have your game render at 60 fps, you need to try and optimize every performance aspects. This means cutting down on graphics (shaders, effects, post-processing, ...) to lessen the strain, lower the details and have a constant stream of 60 frames rendered per second.

It's required for say a fighting game, where 2 opponents need to respond quickly to what's happening, or racing games, or virtual simulations. The game scans for player input 60 times per second instead of ~30 times.
You can try and do both, and only the only example I can think of is Gran Turismo 5. But the game is developed for one platform, this means they can do things that they wouldn't if it were multiplatform (Cell-specific code optimization, etc...).

But for a 3rd person game ? An fps ? An rpg ? These games focus more on delivering great graphics and entertaing people than per-frame accurate response times. Setting the goal of having he game run at "30fps" is actually what allows more stuff to be happening on the screen and more eye candy. Take the uncharted series for example, targetting 30 frames per second allows them to render and process more stuff. It's common actually for every 3rd person action game.

Thought I'd clear that up, as a techie, sorry if it's a rant but people need to know.
I bet nobody knew this thanks techie!
 
May 22, 2009
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You seem to be forgetting about how good the smoothness of 60FPS games looks. Look at Devil May Cry 4...it looks better than many games which may be technically more advanced, because of how smooth it is in motion(and also the visuals themselves are excellent, of course).

And of course there is the matter of the DMC games requiring precision timing, just as much as fighting games..but that is rather unusual.
Well targetting 60 fps for DMC's savage and combo-based gameplay is an obvious choice for player responsiveness. Targetting 30 fps is common for 3rd person action games, but not a rule. It's mostly the case for games that have complex controls (i.e compare Gears of War 3 to DMC4). It boils down to whether response times are more important than pushing more and prettier things on the screen. It's a design choice. For a game with "simplistic" controls like Uc3 the latter is clearly a better choice.

This is one of the many reasons why I'll completely overlook DmC (and hope many do). The reason why they targetted 30fps is because they chose UE3. The developers of the new 3D mortal kombat games (they also use UE3) had the same issue, but they solved it.
UE3 is heavy even when you don't render anything on the screen. There is a lot of overhead. It's designed to do a lot and encompass a lot of genres but you have to wrestle with it. The MK developers had to make it "lose weight" and succeeded in making a 60fps fighting game (good read: http://www.scribd.com/doc/15118967/Hitting-60Hz-in-Unreal-Engine).
Ninja theory's coders got "lazy" and decided to keep it as is I guess (resources, time-constraints, whatever ...)

Edit: wow, I guess posting something "informative" is being viewed as insulting. Chill out people.
 
Apr 9, 2011
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Well targetting 60 fps for DMC's savage and combo-based gameplay is an obvious choice for player responsiveness. Targetting 30 fps is common for 3rd person action games, but not a rule. It's mostly the case for games that have complex controls (i.e compare Gears of War 3 to DMC4). It boils down to whether response times are more important than pushing more and prettier things on the screen. It's a design choice. For a game with "simplistic" controls like Uc3 the latter is clearly a better choice.
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Like I said the DMC series is a bit exceptional in this regard...but there's still the matter of smoothness to the visuals. 60FPS games look just so much better because of the smooth motion. I think DMC4 still looks better than most PS3 games coming out today, and a lot of that is due to the fluid moton.

Actually, I think DMC1 on PS2 also looks better than most console games coming out today, to be honest
 
Guys the last of us is simply AFRIKA 2 remade with new technologies and move. Instead of going to kenya to capture photos of giraffes and lions with spectacular sunsets, we will be lost in the forests of mexico and fight for survival. Our professional SONY camera will enable us to zoom far away and see dangerous species and poisonous insects and avoid them as we are trying to find a way out and back to civilization.
 
Jan 19, 2009
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I cant get hyped for this.

The game wont necessarily disappoint or exceed expectations. Rather it will probably fall somewhere in between.

Geoff is just feeding all this specualtion propelling the fires of hype.


Im calling it now. It will be a singleplayer zombie survival MMO where you are in a post-apocalyptic city a la New York and you are one of the last survivors. Your job will be trying to locate other players to work with. Much like Journey.

The theme of the game will be isolation.

You'll be able to traverse skyscrapers and seek refuge on roofs

There will be a daylight and night cycle, By day time the zombies are more timid and weak, by night they will be much more threatening and dangerous.

You will be able to loot various stores to gather supplies while you try to make way to an escape route out of the city.

There will be a max of 5 people tops per server. Each player will be scattered randomly across the city.

You can use your mic to call out for survivors... while putting yourself in danger of getting exposed to zombies.

Main story mission of the game will be to complete and create a fully detailed survivors guide to the zombie apocalypse.

Main game influences: Disaster Report, MAG, Left for Dead, Journey, Resident Evil, GTA, Fallout 3

Main movie influences: Walking Dead, I am Legend, Dawn of the dead

:p

would want
 
Nov 12, 2010
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I cant get hyped for this.

The game wont necessarily disappoint or exceed expectations. Rather it will probably fall somewhere in between.

Geoff is just feeding all this specualtion propelling the fires of hype.


Im calling it know. It will be a singleplayer zombie survival MMO where you are in a post-apocalyptic city a la New York and you are one of the last survivors. Your job will be trying to locate other players to work with. Much like Journey.

The theme of the game will be isolation.

Youi'll be able to traverse skyscrapers and seek refuge on roofs

There will be a daylight and night cycle, By day time the zombies are more timid and weeks, by night they will be much more threatening and dangerous.

You will be able to loot various stores to gather supplies while you try to make way to escape route in the city.

There will be a a max of 5 people tops per server. Each player will be scattered randomly across the city.

Main story mission of the game will be to complete and create a fully detailed survivors guide the zombie apocalypse.

Main game influences: Disaster Report, MAG, Left for Dead, Journey, Resident Evil, GTA, Fallout 3

Main movie influences: Walking Dead, I am Legend, Dawn of the dead

:p

would want
Would buy.
 
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