I am just surprised this went 7 pages before we got end-game answers to settle it. 60fps and higher ftw.
Throw me into the small minority of people saying that 30 with tweaks to reduce input lag and a nice helping of per-object motion blur can look a lot less "gamey" and feel just as good to play as an experience at 60.
Between resolution and performance modes on PS4 Pro, I'll always choose the resolution modes, especially if a game was designed to play or run at 30fps initially. This goes for God of War, The Last of Us, Shadow of the Colossus, etc.
The context of the thread, as established by the OP, is that we are discussing framerate in the absence of hardware limitations.
Wow, you're extremelly confused. That sprites animate at 24 FPS doesn't mean the game does. There are a ton of other things that change from frame to frame even when sprites maintain the current frame of animation; the most obvious, of course, being movement.
Trivial example: Pong. Pong has zero sprite animation, each game element has a single sprite. By your logic there's no point rendering at any more than 0 frames per second, since animation won't be any smoother.
Another example. Breakout:
https://www.youtube.com/watch?v=Up-a5x3coC0
Nothing in Breakout animates, yet you would notice a difference between 30 FPS and 60 FPS (let alone between 0 FPS, i.e. a static picture, and anything else) because, obviously, the ball and the paddle do move.
Yes it is. It delegitimizes the ridiculous "cinematic feeling" arguments. Any mental experiment that allows you to expose sour grapes rationalizations for what they are, is one absolutely worth making.
Oh gosh, you seem to be the one who is confused.
I am fully aware that some things in a pixel based game may have less frames of animation than a sprite...but they typically do not have MORE.
reaction time is limited by...and I know this sounds crazy, the animation of the sprite you are controlling.
Lets say your sprite has 4 frames of animation for shooting a projectile....no matter how many FPS your game is outputting at, his reaction time will always be those 4 frames ( or 4 unique frames and 4 copied frames at double the fps), and those 4 frames will always take the same amount of time. So when said sprite uses 24 frames of animation per second, to get him to suddenly shoot something will take 4 frames, or 4/24th of a second. The speed that this occurs will never change. And because the reaction time at both 30 and 60fps exist below 1/24th of a second, you will not have a faster reaction time playing at 60fps, or even 144fps than you do outputting at 30fps.
I have no idea how many different ways I can say the same thing.
Playing at a higher FPS wont magically make your character go through its animations faster. The speed of animation is set by the developer, not by your fps count.
Why is this beyond some people?
Oh gosh, you seem to be the one who is confused.
I am fully aware that some things in a pixel based game may have less frames of animation than a sprite...but they typically do not have MORE.
reaction time is limited by...and I know this sounds crazy, the animation of the sprite you are controlling.
Lets say your sprite has 4 frames of animation for shooting a projectile....no matter how many FPS your game is outputting at, his reaction time will always be those 4 frames ( or 4 unique frames and 4 copied frames at double the fps), and those 4 frames will always take the same amount of time. So when said sprite uses 24 frames of animation per second, to get him to suddenly shoot something will take 4 frames, or 4/24th of a second. The speed that this occurs will never change. And because the reaction time at both 30 and 60fps exist below 1/24th of a second, you will not have a faster reaction time playing at 60fps, or even 144fps than you do outputting at 30fps.
I have no idea how many different ways I can say the same thing.
Playing at a higher FPS wont magically make your character go through its animations faster. The speed of animation is set by the developer, not by your fps count.
Why is this beyond some people?
Maybe. I get the idea that a higher framerate is better for almost every game out there.I was about to correct your first sentence with what you say in the second. Again, sprite (model in this case) animation has nothing to do with game animation.
I'm sorry pal. Your response alone tells me you aren't grasping what I'm trying to say.You're wrong.
- physics/interaction rate
- Animation rate
- render rate
Are three different things.
I'm sorry pal. Your response alone tells me you aren't grasping what I'm trying to say.
It's OK. I've accepted that a few of you have hit the ceiling of comprehension with regards to this.
Maybe. I get the idea that a higher framerate is better for almost every game out there.
But if a developer intentionally wanted to make a retro-inspired early 3D title by capping the framerate, wouldn't that be considered a better experience than leaving it at 60fps or higher.
Saying 60fps is always better than 30fps is like saying a crisp 4k image is always better than having low-res pixel art or low-poly models.
Not everyone. Just a few of you. Where what I'm saying is "oranges are orange" and you are all coming back with "you're wrong because bananas are yellow "At this point it's pretty obvious you are either trolling or incredibly misinformed, but you just keep coming back with more ridiculousness.
Yes, obviously it's every single other person in this thread besides you who is missing the point.
Not everyone. Just a few of you. Where what I'm saying is "oranges are orange" and you are all coming back with "you're wrong because bananas are yellow "
It's like...none of what y'all are saying is exactly wrong....but you clearly aren't grasping what I'm talking about because you keep arguing unrelated things.
It's very sad and confusing. It's like you just take what you know and assume it adapts to everything.
Also...the 4 or 5 of you who are "disagreeing" with me don't really constitute the dozens who have posted in this thread. So not only are you confused, but now you can't count.
Yeesh
You really went above and beyond there!
I was only willing to go to "you are wrong. next" :P
The context of the thread, as established by the OP, is that we are discussing framerate in the absence of hardware limitations.
Oh gosh, you seem to be the one who is confused.
I am fully aware that some things in a pixel based game may have less frames of animation than a sprite...but they typically do not have MORE.
reaction time is limited by...and I know this sounds crazy, the animation of the sprite you are controlling.
Lets say your sprite has 4 frames of animation for shooting a projectile....no matter how many FPS your game is outputting at, his reaction time will always be those 4 frames ( or 4 unique frames and 4 copied frames at double the fps), and those 4 frames will always take the same amount of time. So when said sprite uses 24 frames of animation per second, to get him to suddenly shoot something will take 4 frames, or 4/24th of a second. The speed that this occurs will never change. And because the reaction time at both 30 and 60fps exist below 1/24th of a second, you will not have a faster reaction time playing at 60fps, or even 144fps than you do outputting at 30fps.
I have no idea how many different ways I can say the same thing.
Playing at a higher FPS wont magically make your character go through its animations faster. The speed of animation is set by the developer, not by your fps count.
Why is this beyond some people?
Maybe. I get the idea that a higher framerate is better for almost every game out there.
But if a developer intentionally wanted to make a retro-inspired early 3D title by capping the framerate, wouldn't that be considered a better experience than leaving it at 60fps or higher.
Saying 60fps is always better than 30fps is like saying a crisp 4k image is always better than having low-res pixel art or low-poly models.
No. Most everything you've said is either just completely wrong or misapplied. People have presented examples and someone even created a video specifically to illustrate just how utterly wrong the exact point you attempted to make that started all this was. In no way are that argument or video "unrelated".It's like...none of what y'all are saying is exactly wrong....but you clearly aren't grasping what I'm talking about because you keep arguing unrelated things.
Yes. I can't fucking believe this is still a question being asked in 2018.
You just can't stop digging.Not everyone. Just a few of you. Where what I'm saying is "oranges are orange" and you are all coming back with "you're wrong because bananas are yellow "
It's like...none of what y'all are saying is exactly wrong....but you clearly aren't grasping what I'm talking about because you keep arguing unrelated things.
It's very sad and confusing. It's like you just take what you know and assume it adapts to everything.
Also...the 4 or 5 of you who are "disagreeing" with me don't really constitute the dozens who have posted in this thread. So not only are you confused, but now you can't count.
Yeesh
^^^No. Most everything you've said is either just completely wrong or misapplied. People have presented examples and someone even created a video specifically to illustrate just how utterly wrong the exact point you attempted to make that started all this was. In no way are that argument or video "unrelated".
A video which you have completely ignored, by the way. I wonder why that is?
60fps is ALWAYS better in any game or occasion.
There's no counter argument against this.
There is absolutely no actual benefit I can think of from the jump to 60fps aside from the slight impression that your game looks smoother. No reaction time benefit that you are humanly capable of enjoying.
Playing at a higher FPS wont magically make your character go through its animations faster. The speed of animation is set by the developer, not by your fps count.
Why is this beyond some people?
Yes. And 120fps is better than 60fps, and so on.
I just wish movies would adopt higher frame rates. Action sequences are always so damned blurry and hard to see clearly at 24fps.
increased FPS = Increased "smoothness" - Agreed 100%It isn't, literally you are the only person arguing that more FPS = the game plays faster.
If you agree that more FPS = increased smoothness, then congrats you both agree with what everyone else is actually telling you, agree wit the point of the thread that 60 FPS is providing a better experience than 30 FPS, and also rendering your original point about how more FPS in ETG provides no benefit moot, as more smoothness (especially in a bullet hell) is a benefit.
increased FPS = Increased "smoothness" - Agreed 100%
"60 FPS is providing a better experience than 30 FPS" - Disagree 100% added smoothness does not make something "better". A great example:
Just look at those hideous "smoothing" filters being used for the Mega Man X legacy Collecton. Objectively, the original pixels are "worse" but I personally enjoy the unfiltered pixels much more. I think they are "Better"
It was never my intention to convince anyone that it is worse, simply that it isn't necessarily "better". As long as the 30fps and 180fps in question are perfectly stable, I really see little more than a slight visual improvement that adds very little ( if anything) to how the game actually plays.Yay progress, sort of.
Going back to the 180 FPS ETG footage, you're gonna have a hard time convincing anyone that's worse than the 30 FPS gameplay.
For real. This entire conversation is stunning.Jumping from framerate to like vaseline filters is a masterclass in bad faith apples to oranges nonsense.
It was never my intention to convince anyone that it is worse, simply that it isn't necessarily "better". As long as the 30fps and 180fps in question are perfectly stable, I really see little more than a slight visual improvement that adds very little ( if anything) to how the game actually plays.
I can't imagine that the same kind of nostalgia that pixel art enjoys also applies to 30fps, because the look that framerate creates is neither iconic or unique. If anything, 60fps is more evocative of gaming because no other visual media routinely operates at that framerate.Maybe. I get the idea that a higher framerate is better for almost every game out there.
But if a developer intentionally wanted to make a retro-inspired early 3D title by capping the framerate, wouldn't that be considered a better experience than leaving it at 60fps or higher.
Saying 60fps is always better than 30fps is like saying a crisp 4k image is always better than having low-res pixel art or low-poly models.
Hahaha
I said "improvement" to mean the same way this is an "improvement" ( hint: I don't think either are an improvement)The thing is by admitting that the 180 FPS gameplay is better which you automatically did by saying there was a slight improvement (even if I, and I wager anyone else in this thread with 2 eyes, disagree with you that it's only a slight improvement lol) you're automatically saying the 30 FPS is worse.
If something is better (even slightly) than another thing, that other thing is worse than the thing better than it. That's like, how better/worse work.
Spoken like someone who just realized how wrong he is...but would rather not say it out loud.