Daystar Clarion said:
The Heik said:
Daystar Clarion said:
Yeah, some of the combos are insanely tight in that game, you'd never pull them off at 30FPS.
I call bullshit on this statement.
At 30 FPS, there is .03 seconds between each frame. At 60 FPS there are .0167 seconds between frames. That's already a pretty miniscule difference, but it's made all the more irrelevant mechanically by the fact that the world's fastest human reaction times are .100 seconds, 6 times slower than the frametime at 60 FPS. If the the difference between 30 and 60 FPS is a workable amount for you, then congratulations you're officially superhuman, but no regular member of the homo sapiens species could actually utilize such a meager amount of time with any significant measurable difference in player capability.
Which would be a valid criticism if combos were down to individual frames, which they're not.
Actually they are, as ultimately all interactions are based upon the frames (which are each continuations of the game). Can't pull off a combo if there are no frames to progress the action.
My point though is that having 60 FPS over 30FPS does not add enough additional data data for even the fastest human brains to actually use. Knowing that a hadouken fireball is coming .0167 seconds faster is not going to measurably help in combat, because it still takes your brain at least .1 seconds (though on average it's more like .2) to be able to recognize it and react to it. Ergo, a higher frame rate does not mechanically change the game after 30-40 FPS. If it does for you, then it's probably just a mental placebo, not an actual tactical advantage.
More Fun To Compute said:
That's not how it works in terms of the whole system. A very finely tuned 60fps game has around 66ms of input latency while solid 30fps has twice that although it often goes up to over 200ms if the engine is not tuned and the hdtv is laggy or whatever.
And also in fighting games losing every other frame of animation is losing a lot of data about what is happening. Is this move x or move y, how obvious is the difference and so on. With 60fps developers can convey the same amount of visual information to the player in a shorter amount of time making action games feel a lot faster.
On your first point, you're arguing on an individual basis, which is hardly an objective point of reference. Of course a well tuned machine is going to function better than one that isn't. However, if both a 30 FPS system and a 60 FPS system are well tuned, the difference is negligible at best.
On your second point, like I mentioned before, .0167 seconds is not enough for the human brain to work with. By the time the information has been processed and reacted upon, 6 or more frames have already passed by, and that's at the very best speed humanity can offer (a trait that exists in less than .1% of the population). To say that a single frame lends so much information to a game is arguing against a fundamental physical limit of the human body. There is no one on Earth, past or present, who could properly use such a miniscule difference to any significant result.
And besides, if a game (ostensibly a form of entertainment) requires that players be the pinnacle of human mental capability to to be able to play properly, I'd chalk that up more to unfeasible game design rather than a lack of information.
So let me say again, no one needs faster than 40 frames per second for their games. 60 FPS does add to the visual smoothness, but in terms of actual actions and reaction, no one is going to be able to use what little is gained from the increase in FPS.