Works best with Chrome, if oyu got a 120Hz monitor it goes down to 15FPS, if only 60Hz its as low as 7.5
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Last edited by keefy; 09-06-2013 at 07:45.
09-06-2013 #77Anything added to the game that doesn’t allow us to run at 60 is removed or optimized.
id rather have higher poly characters, higher res textures, and more particle effects/ better lighting than 60fps.
If a game has to lose quality to run at 60... the dev can $#@! off with that.Vanik Tetsu'ya
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GT5 was 720p-1080pish 60fps afaik. There were quite a few titles that hit 60fps with a resolution of 720p. Wipeout (which, again, iirc was above 720p dynamically and 60fps).
If you're talking Xbox 360 exclusively then there is at least the Forza entries.
Also, wasn't there DMC4? Marvel vs. Capcom 3 and so on?
Last edited by Vulgotha; 09-06-2013 at 13:18.
Wipeout had a dynamic rendering set up. In order to preserve framerate it would go below 1080p at times. I don't know if it was full 1920x1080p either, but I do know that it was above 720p and 60fps.
09-06-2013 #88Soldier 95BGuest
Here is how Wipeout's dynamic resolution works.
Digital Foundry: We commented on the dynamic resolution of WipEout HD's 1080p mode on release, but it was never actually confirmed by Sony until recently at the SCEE Develop presentation. Can you go into depth on the performance benefits this gives you?
Studio Liverpool: Reducing the horizontal resolution dynamically allows us to hit our target 60FPS when the scene complexity literally explodes during heavy weapons fire. This means we don't have to compromise the overall graphical quality just to account for these sporadic maximum load scenarios. The drop in resolution isn't really very noticeable and we feel it's a worthwhile trade off.
Digital Foundry: How is resolution adjusted, by how much, and in what circumstances? Is the shift literally frame by frame? What is the relationship between the dynamic resolution system and the tearing of frames in terms of the lack of v-sync?
Studio Liverpool: We dynamically alter the horizontal resolution from 1920 to 1280 in steps of 32 pixels. Even when the game is paused and we modify the resolution in the debugger it is very hard to see a change. It is not enabled at resolutions lower than 1080p. The throttling is only allowed to change by 32 pixels each frame (either up or down). The strategy is not to predict when we will overflow a frame (which is somewhat impossible), but to recover as quickly possible if it happens. On some televisions you can see that the tearing is actually present all the time in the top few pixels of the screen. This is due to the software v-sync implementation used in WipEout HD - this is not 'framing out', it's just missing the true v-sync by a few pixels.
Digital Foundry: The dynamic framebuffer system is very cool in the sense that assuming the resolution changes during the most intense scenes, this is where the player is least likely to notice it, and where performance and response really should get the priority. But on the other hand, the game was heavily marketed as full 1080p60 and strictly speaking it isn't...
Studio Liverpool: The game is always 1080 at 60Hz. Only the horizontal resolution of the 3D render is modified, and the final framebuffer is always 1920x1080. At the end of the day this technique is about getting the most out of the system - if a game keeps a solid 60 frames at all times then it either has a totally consistent GPU load, it's throttling in some other way (such as level-of-detail) or its wasting a load of GPU cycles to ensure that it always has enough room to stay at 60Hz when the action hots up. We don't want wasted GPU cycles, we don't want level of detail (WipEout HD has no level-of-detail in the environment geometry - at 1080p you'd see it pop) so we compromise on the occasional tearing and resolution throttling.
We are always looking to push every aspect of the game and 1080p 60FPS was a very important target for us given the nature of WipEout HD's high-speed visuals. Responsiveness and fluidity are of singular importance in a racing game when you need to react in a split second and have that reflected immediately on screen. Having said that, the weapon effects really connect you to experience and are just as important to the overall impact of the game, so if we can achieve both using such an initiative approach as the dynamic framebuffer then why not?
You could argue that technically it doesn't run at 1080p 100 per cent of the time, but in reality most people don't notice the difference and are perfectly happy with 99.9 per cent 1080p in all it's high-def eye-bleeding glory. I believe it's our job to bring you the best gaming experiences possible, and if it takes a sleight of hand as you previously put it, I don't think you're getting a bad deal.
Last edited by keefy; 09-06-2013 at 14:26.
Vulgotha likes this post
My gaming rig will often drop below 60fps with certain games and I'm running an i7 and a GTX670 SC FTW edition with 12GB of DDR3 Corsair Vengeance 1.6Ghz memory.
When people say "60fps" I normally assume this means "generally in the 60fps area".
I don't expect any advertised 60fps game to be 100% constant. There will always be drops, the question is whether or not that's acceptable to some. My limit would probably be it hitting 30fps, and only because the difference would be jarring. But 5fps? 8fps? Meh.
Also, I forgot to mention: God of War 3 and God of War: Ascension. Both are 720p and 60fps.
Last edited by Vulgotha; 09-06-2013 at 18:25.
Gameplay is king, FPS over resolution every day of the week. Battlefield 4 will show console gamers (PC gamers get it, Console gamers not so much) why 60fps is much needed over 30fps.Forza 5, Fifa 14, Battlefield 4 & Watchdogs - The Perfect Launch Line Up!
F34R likes this post
Just saying some people may prefer a locked 30 compared to a variable 60fps.
Dantes inferno was 60fps.
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I'm fine with the majority of games being 30 frames per second if it means we can see more impressive graphics worthy of being called next-gen. I mean, when people say they're tired of current-gen, is not because of the same ol' visuals? Gamers were impressed with the jump from 480p to 720p shortly after the PS3 and Xbox 360 debuted so I think it only makes sense that 1080p would become the new standard with the PS4 and Xbox One.
UkHardcore likes this post
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For all of you who are saying that sacrificing some visuals for 60fps gameplay is blasphemy, you don't belong in the arcade fighter genre, you causal gaming Joes!
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