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Should some next gen games aim for 120fps?

  • Yes

    Votes: 123 22.8%
  • No

    Votes: 139 25.7%
  • Most TVs don't support 120fps

    Votes: 168 31.1%
  • An option wouldn't hurt

    Votes: 110 20.4%

  • Total voters
    540

Deleted member 13560

User requested account closure
Banned
Oct 27, 2017
3,087
Another thing about Tekken 7 running at 90FPS is that it completely smooths out frametimes and hits. 11.1ms without budging at all. But I think there's something I need to do with the smoothframerate option. But I don't think my skillset can take me any further. It would be cool if someone who knew about Unreal 4 could take a crack at this. But at least the game still runs at the same speed.

60FPS Frametime
49697640251_fb6513fd46_k.jpg


90FPS Frametime
49697107608_8925b476b5_k.jpg


They'd have to draw more frames?

No...That's not how that works.
 

DoubleTake

Member
Oct 25, 2017
6,529
its amazingly mind boggling... I hate this topic specifically cause its always the layman vs the specialist. We know why this wont work and have been explaining this to people who don't understand under the hood of fighting games for a while now and they still push back calling us "dinosaurs" or saying "FPS games can do it, why can't fighting games", "or my favorite "you don't need frame specific timing". It's not that hard of a concept to understand. Its been damn near 30 years since the first fighter came out, if a developer has found a way to do it, they would of BEEN done it by now. Fighting game threads on here are the worst...
It's always good for a laugh. The people that dont understand much about the genre and barely even play it are always the ones throwing out the funniest assertions.

Its alright, I give up.

Man you guys get upset over anything that goes against the norm.
The game you are asking for is literally gang beasts. Unpredictability in any competitive setting is hated by players. Theres a reason Smash tourneys run no items.

Like others have said, very calmly in fact, fgs have allowed you to beat people through various ways be it conditioning, movement or creativity within the game's rules. It's rarely ever only about memorizing button strings that your opponent hasn't. And if they havent that's on them to learn.

Besides, in your hypothetical semi physics based game, humans would inevitably find the most optimal/predictable playstyle. And then you run right back into your initial problem, only it's probably worse since the game's rules are dictated by physics and has less room for creativity.
 

Deleted member 13560

User requested account closure
Banned
Oct 27, 2017
3,087
What I don't understand is why people can't understand that you can still have frame specific timing at 120FPS. The only issue is that the hardware basline right now is 60hz for people.
 

EvilBoris

Prophet of Truth - HDTVtest
Verified
Oct 29, 2017
16,683
Idk I just thought of sprites and drawn animation, so more frames meant you had to draw all those extra frames

I think that they basically set the important frames of the animation and the movement between them is handled by the animation system, the skeleton and physics. Essentially interpolating the movement between those points.
 

spam musubi

Member
Oct 25, 2017
9,380
Given the netcode propensities of Japanese devs I don't think they could ensure online play that runs well at 120hz
 

Deleted member 4247

User requested account closure
Banned
Oct 25, 2017
8,896
As an optional mode with lesser visuals, why not. But all games should target 60fps, as that will be the maximum most people's TVs can handle for quite a few years to come. Having a game running at 120fps but only displaying at 60Hz would be like wasting half the console's performance.
 
Apr 4, 2018
4,513
Vancouver, BC
Games should be built for scalability.

Let console players choose between 4k60 or 1440p 120, and let PC players play at whatever framerate they choose. 60fps is more than enough, but being able to play at 120hz on a more powerful platform is smart game development, and would make your game feel amazing.
 

toy_brain

Member
Nov 1, 2017
2,207
Fighting scene needs less hurdles for people to get in and participate, not more
I agree with this statement quite a lot.
Like, I thought Fantasy Strike was really onto something by stripping away all the button-inputs and split-second combo timings, and instead relying on positioning and head-games. But it hasn't started a trend, and fighting games continue to be near-impenetrable for filthy casuals like myself.
 

Odeko

One Winged Slayer
The Fallen
Mar 22, 2018
15,180
West Blue
I agree with this statement quite a lot.
Like, I thought Fantasy Strike was really onto something by stripping away all the button-inputs and split-second combo timings, and instead relying on positioning and head-games. But it hasn't started a trend, and fighting games continue to be near-impenetrable for filthy casuals like myself.
Granblue just came out and Smash has been doing that all along. There's plenty of big budget options if you don't want to learn quarter circle forward
 

Deleted member 13560

User requested account closure
Banned
Oct 27, 2017
3,087
I heard that MvC4 polls inputs at 120hz and can run 120fps at 4k.

Just tried running the game uncapped and it totally speeds the game up. The weird thing is that it also can't go above 90FPS like Tekken 7. But unlike Tekken 7, the game is broken at 90FPS. I had to revert to 60FPS just to get the game to load the character select screen.
 

SapientWolf

Member
Nov 6, 2017
6,565
Fighting scene needs less hurdles for people to get in and participate, not more
120fps isn't a hurdle, it's an option. The overwhelming majority of people buying fighting games are not intensely competitive by any means. They literally won't care about any of this.

Anime fighters and Smash would benefit more from 120 than something slower like Tekken or Street Fighter, IMO. They're faster and there are a lot more projectiles to track.
 

Ryuhza

Avenger
Oct 25, 2017
11,437
San Diego County
I was sort of let down by the visual side of most non-WB fighters this gen. Hard to say how much of that is because of hardware limitations or because of budget (including budget that could have been spent optimizing), but at the moment I'd prefer to see the visual front pushed a bit more vs going above and beyond the fps standard.
 

nullref

Member
Oct 27, 2017
3,052
It would be cool and feel great, but I imagine a big part of the appeal of fighting games to the more casual audience lies in flashy visuals, and rendering at double the framerate would undermine that. And for the more competitive audience that might be interested in an option that sacrifices visuals for more responsive input and greater motion resolution, they might be inclined to standardize on the lowest common denominator for practical or competitive reasons. Not sure.

So overall I'm skeptical that it would be worthwhile for the developer.
 

NeoChaos

Member
Oct 28, 2017
2,273
NorCal
I'm about to check this out.
Just tried running the game uncapped and it totally speeds the game up. The weird thing is that it also can't go above 90FPS like Tekken 7. But unlike Tekken 7, the game is broken at 90FPS. I had to revert to 60FPS just to get the game to load the character select screen.
Don't tell me you seriously tried to run MvC Infinite at 120fps based off an obvious joke post.
 

hikarutilmitt

Member
Dec 16, 2017
11,416
So which are we asking? The thread title is about fighting games, the poll (and some of these responses) seems to be about games in general.

FG: sure, I guess, but probably only the actual response and how the game interprets movements. The actual move fame times need to stick to 60 util 120hz is a standard across everything it would play on.

Everything else: why not?
 

RROCKMAN

Avenger
Oct 25, 2017
10,823
You all don't understand just how much of a pain in the ass preforming/avoiding 1 frame links or tickthrows when your available reaction time is cut in half
 
Oct 25, 2017
2,935
Y E S

With the option to chose any fraction of 60 fps you want like 60, 120, 180, 240, 300, 360, 420, 480. All the way up to at least 960fps. Fractions mean frame data ratios stay the same, to reduce complaining. EG a ten frame jab will be a twenty frame jab at 120, but you can still call it a ten and people will get you.

The game should be able to dynamically adjust based on your opponent. If they're 60, you're 60. If both of you are 120, then its 120. Especially if netcode continues to suck ass.

Lets move on from 1993, please and thank you.
 
Oct 25, 2017
2,935
Another thing about Tekken 7 running at 90FPS is that it completely smooths out frametimes and hits. 11.1ms without budging at all. But I think there's something I need to do with the smoothframerate option. But I don't think my skillset can take me any further. It would be cool if someone who knew about Unreal 4 could take a crack at this. But at least the game still runs at the same speed.
How did you do this? Does this set off Denuvo?
 

SweetVermouth

Banned
Mar 5, 2018
4,272
That I would like a fighting game that doesnt use the same old preset hit boxes, start up, active, recovery, etc. and takes a physics based approach.
Pretty much every game ever works like that. Swinging Link's sword in Zelda works like that. You have startup frames, active frames, recovery frames and hitboxes too because in the end these things are just time (frames) and space (hitboxes, collisions etc).
 

jett

Community Resettler
Member
Oct 25, 2017
44,655
They'd have to draw more frames?
They most likely would not.

Animators reading this thread are screaming internally.
No?
They will be keyframed anyway I'd have thought.

Indeed. There's no reason the number of keyframes would increase. There's no reason to make this correlation when you have fighting games made by ArcSys animated on average at a much lower number compared to their 60fps framerate.
 

EvilBoris

Prophet of Truth - HDTVtest
Verified
Oct 29, 2017
16,683
They most likely would not.



There's no reason the number of keyframes would increase. There's no reason to make this correlation when you have fighting games made by ArcSys animated on average at a much lower number compared to their 60fps framerate.

Yeah I know.That's why I said.
 

Deleted member 13560

User requested account closure
Banned
Oct 27, 2017
3,087
Don't tell me you seriously tried to run MvC Infinite at 120fps based off an obvious joke post.

It worked for TEKKEN 7. I figured I'd try it out on MVC:I. I didn't know it was a sarcastic post. But I did learn how to bypass framerate locks on both games by utilizing tools to unlock the console for Unreal 4 titles. So it worked out for me.
 
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