Listen. I get it. Not everyone is a sensitive to things like screen-tearing, framerate fluctuations, etc. as those of us who can't ignore such visual-performance imperfections, but I genuinely don't understand how games ship with frame pacing that is pretty much uneven at all times during gameplay.
I'm not even someone who hates on 30fps as a general rule. To me, the most important aspect of a game's visual delivery is that its frames hit the display in a smooth and consistent manner. A hard-locked 30fps game with even frame pacing can look and feel silky smooth and highly responsive, albeit not to the same level as 60fps or higher. Framerate fluctuations are somewhat of an eyesore in general, regardless of the target framerate, but IMO they are understandable if they happen when things get hectic in an otherwise visually impressive game. Like, my brain gives fps drops a pass if what I'm seeing on screen feels like it's pushing the hardware in some way.
But I've been playing the Spyro Reingited Trilogy lately, and I just don't get it. Sure, a 30fps 3D platformer is not ideal, but Toys for Bob crafted a pretty gorgeous game here from an art and animation standpoint. Since Spyro doesn't require too much precision, I could understand targeting a locked 30fps in exchange for more luscious cartoon-style visuals. But I'll be god damned if the frame pacing in this game is just always off. At no point is the game not suffering from micro-stutters, and it severely hampers the game feel and conveyance of visual polish for me.
The game's otherwise gorgeous presentation is hampered by the ever-present stuttering due to bad frame pacing.
How does this happen though? Do none of the developers notice it? Do they think that most people won't notice it? I'd love to hear from someone with some experience in game development or rendering pipelines if they could shed some light on this topic. This issue seems to crop up even in games that otherwise show a locked framerate (30 or 60) when measured, which is what makes it all the more confusing to me.
I'm not even someone who hates on 30fps as a general rule. To me, the most important aspect of a game's visual delivery is that its frames hit the display in a smooth and consistent manner. A hard-locked 30fps game with even frame pacing can look and feel silky smooth and highly responsive, albeit not to the same level as 60fps or higher. Framerate fluctuations are somewhat of an eyesore in general, regardless of the target framerate, but IMO they are understandable if they happen when things get hectic in an otherwise visually impressive game. Like, my brain gives fps drops a pass if what I'm seeing on screen feels like it's pushing the hardware in some way.
But I've been playing the Spyro Reingited Trilogy lately, and I just don't get it. Sure, a 30fps 3D platformer is not ideal, but Toys for Bob crafted a pretty gorgeous game here from an art and animation standpoint. Since Spyro doesn't require too much precision, I could understand targeting a locked 30fps in exchange for more luscious cartoon-style visuals. But I'll be god damned if the frame pacing in this game is just always off. At no point is the game not suffering from micro-stutters, and it severely hampers the game feel and conveyance of visual polish for me.
The game's otherwise gorgeous presentation is hampered by the ever-present stuttering due to bad frame pacing.
How does this happen though? Do none of the developers notice it? Do they think that most people won't notice it? I'd love to hear from someone with some experience in game development or rendering pipelines if they could shed some light on this topic. This issue seems to crop up even in games that otherwise show a locked framerate (30 or 60) when measured, which is what makes it all the more confusing to me.