60FPS vs. 30FPS vs. 20FPS difference shown w/ the help of F1 2013(pcgameshardware.de)

I see the difference from 20 but 30 v 60 looks the same to me.

In some ways, I envy you and people like you. As a videophile (and someone who edits videos regularly) low frame rate, poor encoding, bad camera shots, etc are all very obvious to me and drive me crazy.


I imagine it's as "painful" to me as the people who have perfect pitch listening to something slightly out of tune.
 
60 FPS is clearly better, but framerate stability is key.

In my experience, 30 FPS is ok even for racing games, as long as the framerate doesn't fluctuate. Stable 60 FPS is fantastic though.
 
60 FPS is clearly better, but framerate stability is key.

In my experience, 30 FPS is ok even for racing games, as long as the framerate doesn't fluctuate. Stable 60 FPS is fantastic though.

30fps for racing games is serviceable yeah but it definitely isn't ideal.

When it comes to racing games and you have a choice between 30fps and supped graphics or 60fps and plainer, I think there's a bigger benefit in hitting 60.
 
60+ FPS = Great

40+ FPS = Good

35+ FPS = Kinda playable

<35 = LOL

40 fps would only work smoothly if you have a 120hz monitor. If the max refresh rate of a display divided by the rendered frame rate does not result in a whole number, then you would end up with jittery motion since some frames would have to be displayed longer than others.

It makes me sad when people defend something absolutely inferior because they think movies are hella cool. Can't wait until movies move beyond the stupid limitation of 24hz.

I think movies are fine the way they are since they're not an interactive medium and response time isn't really an issue.
 
It makes me sad when people defend something absolutely inferior because they think movies are hella cool. Can't wait until movies move beyond the stupid limitation of 24hz.
 
And yet you are sporting a TLOU avatar :D

I lol'd.

As a console gamer, anything at 30 fps or higher is great. The only time it can get annoying is in racing games. I generally only play Gran Turismo though and their framerates are usually pretty solid. I've played over 40 hours of GTAV so obviously framerate isn't a deal breaker for me.

It makes me sad when people defend something absolutely inferior because they think movies are hella cool. Can't wait until movies move beyond the stupid limitation of 24hz.
You don't remember how people disliked The Hobbit? That was 48hz.
 
It still mindboggling to me that there are a lot of people who think there isn't much difference between (sub)30 and 60 fps. Or how the eyes can't see more than 30fps.

It really depends on what you're used to. Something that's locked to 30 feels fine. If you're running 60 a lot but then dip to 30 it suddenly feels very choppy and the change is jarring. Also direct comparisons like this are going to make the difference obvious.

Nothing wrong with playing 30fps if that's what your hardware is capable. If you can do 60fps and you're forced to play 30fps---well that's just bullshit.
 
i never felt the difference between something like Forza 4 (60fps) and Forza Horizon (30fps) was so noticeable that it was distracting or somehow making for a worse experience. it is apparent, but it is so not a deal breaker. sub 30fps and we've got a problem, game. never go below 30.
 
I never really cared about framerate (nor tell the differences unless it was that bad), but for the past year or so, I keep coming across videos that show framerate drops or comparison videos like this one. And now, I'm paying more attention to the framerate than the game itself at times. Which is bad for me now because if it drops, it makes me upset and I don't know why.

Thanks internet.
 
PS4 vs Xbone vs WiiU.

amirite?

You're probably looking at something more like 10-15FPS difference at the SAME resolution with the same exact settings if both are optimized. Just going off comparable GPU hardware.

If developers want parity...they could aim for 70-75fps settings on the PS4 and lock at 60. The X1 should be able to hit 60 in that case. The more powerful PS4 GPU makes a difference, but not a twice the framerate difference. Developers could always aim for parity with the two consoles...it probably would be pretty easy this time just due to the very similar hardware. Whether they will or not...who knows?

You may be right on the WiiU part though.
 
I'm planning on buying a 120hz or higher monitor and I've just been thinking how much better it would look over 60 because in my eyes, locked 60fps just looks perfect.

Speaking of 30 vs 60, I think some people are just more sensitive to framerates. I was showing my wife Dark Souls the other week, toggling between 30 and 60fps and she couldn't see the difference. I guess if she was actually playing and not just watching, it would have been more noticeable to her.
 
So, everyone here is praising 60fps for response time and 30fps for the cinematic quality. Let's have the best of both worlds: update the game cycle at 60 - reads inputs, process physics and AI - and update the framebuffer at 30. You can have your fancy per-object motion blur and still get half of the input lag.
I remember reading some news about a developer going this route not long ago for a game franchise known for sticking to a 60hz update in the past. Could it be the new DMC?
 
It makes me sad when people defend something absolutely inferior because they think movies are hella cool. Can't wait until movies move beyond the stupid limitation of 24hz.

Its only absolutely superior in the objective, this number is higher than that one, sense. Humans perceive motion differently from person to person. How comfortable one gets with a certain moving image is on them and there perception. Whats sad is the dumbass, grade school level rhetoric being thrown around.
 
So, everyone here is praising 60fps for response time and 30fps for the cinematic quality. Let's have the best of both worlds: update the game cycle at 60 - reads inputs, process physics and AI - and update the framebuffer at 30. You can have your fancy per-object motion blur and still get half of the input lag.
I remember reading some news about a developer going this route not long ago for a game franchise known for sticking to a 60hz update in the past. Could it be the new DMC?
 
http://www.pcgameshardware.de/F1-2013-PC-257655/Videos/Wieviel-Fps-braucht-der-Spieler-1092647/ (commentary is in German)

Make sure to turn on HD and to watch in fullscreen. Pay attention to the track boundaries/perimeter boards in the comparisons.

Makes me sad when thinking about the next NFS being locked at 30FPS even on the PC.

Gah this post will probably confuse people. On my PC, using chrome when I put it in full screen it doesn't even play at 60 FPS, so you can't tell the difference. I already know what the difference looks like, but to the untrained eye they will be confused. This gets even more complicated if you are using a browser or PC that just can't handle 60FPS video.
 
So, everyone here is praising 60fps for response time and 30fps for the cinematic quality. Let's have the best of both worlds: update the game cycle at 60 - reads inputs, process physics and AI - and update the framebuffer at 30. You can have your fancy per-object motion blur and still get half of the input lag.
I remember reading some news about a developer going this route not long ago for a game franchise known for sticking to a 60hz update in the past. Could it be the new DMC?

Everyone praising 30fps for it's cinematic qualities have been saying it tongue in cheek.

I know that Need for Speed: Most Wanted (2012) was like that on consoles. Showed 30fps but polled inputs at 60fps.
 
Everyone praising 30fps for it's cinematic qualities have been saying it tongue in cheek.

I know that Need for Speed: Most Wanted (2012) was like that on consoles. Showed 30fps but polled inputs at 60fps.
I think Forza Horizon did something along those lines as well.
 
So, everyone here is praising 60fps for response time and 30fps for the cinematic quality. Let's have the best of both worlds: update the game cycle at 60 - reads inputs, process physics and AI - and update the framebuffer at 30. You can have your fancy per-object motion blur and still get half of the input lag.
I remember reading some news about a developer going this route not long ago for a game franchise known for sticking to a 60hz update in the past. Could it be the new DMC?

What you're describing is a decent way to limit the disadvantages of a game running at 30 frames per second and a lot of games already do these things to varying extents.

It's far from being the best of both worlds, though. "Input lag" goes hand in hand with visual feedback, and updating what's onscreen less often still entails a huge loss in the amount of information that can be conveyed to the player. This might be an acceptable compromise for certain games, but there will always be cases where it's essential to run at 60 FPS or higher.
 
Gah this post will probably confuse people. On my PC, using chrome when I put it in full screen it doesn't even play at 60 FPS, so you can't tell the difference. I already know what the difference looks like, but to the untrained eye they will be confused. This gets even more complicated if you are using a browser or PC that just can't handle 60FPS video.
If you don't full size it plays buttery smooth on the 60fps. But i don't know how many people actually notice a difference. I'm a digital artist/animator, so i'm tuned in on FPS due to my traditional animation BG. I don't think most people notice anything other than the Soap opera look that 60fps give games.
 
The video is shit. Instead of getting the game to run at different frame rates and recording, they take the video at 60 FPS and just encode it to different framerates to simulate the effect. It results in seemingly every other frame being just completely discarded and creating a choppyness.

I haven't watched the video yet, but if you take a 60 fps video and discard every other frame you get "perfect" 30 fps video. No extra choppiness that isn't inherent to 30 fps. If the 60 fps contains frame drops though, then it's another story.

nope, not required.

Well, trying to play Puppeteer after Rayman Legends sure was a huge mistake.
 
I'm planning on buying a 120hz or higher monitor and I've just been thinking how much better it would look over 60 because in my eyes, locked 60fps just looks perfect.

Speaking of 30 vs 60, I think some people are just more sensitive to framerates. I was showing my wife Dark Souls the other week, toggling between 30 and 60fps and she couldn't see the difference. I guess if she was actually playing and not just watching, it would have been more noticeable to her.
The jump from 60 to 120 with Light Boost is just as noticable to me as the jump from 30 to 60. If not more so. It's pretty jaw dropping the first time you see it.

People won't notice how bad 30 is until everything runs at 60. They're already used to it. Stinky dog syndrome.
 
I haven't watched the video yet, but if you take a 60 fps video and discard every other frame you get "perfect" 30 fps video. No extra choppiness that isn't inherent to 30 fps. If the 60 fps contains frame drops though, then it's another story.



Well, trying to play Puppeteer after Rayman Legends sure was a huge mistake.

You can get a perfect video encode, but what your video encodes gets distorted. The source is 60FPS, thats what the original video is at. What they pretty obviously did is take that same video, process it in some manner that I can't quite pinpoint that drops every other frame from the video and publish it. You effectively lose every other frame of data. Keep in mind that the video spans the same amount of time.

So instead of playing the frames
1
2
3
4
5

It plays
1
3
5
7
9
 
In some ways, I envy you and people like you. As a videophile (and someone who edits videos regularly) low frame rate, poor encoding, bad camera shots, etc are all very obvious to me and drive me crazy.


I imagine it's as "painful" to me as the people who have perfect pitch listening to something slightly out of tune.

Oh my god this is perfect. I keep thinking to myself how in the world do these people not see the difference between 30fps and 60fps.

It's like me not hearing shit difference in people singing out of tune.

My wife: "oh my lord she is singing way out of tune"

Me: "what she sounds great"

Wife: "sighhhh"
 
I think the fact that they had to slow down the video says enough.

I love the fact that I can't tell the difference and I feel sorry for all of those people who do because it often seems like they are always bitching on the framerate in games. It doesn't seem to improve their enjoyment of games in anyway.
 
I think the fact that they had to slow down the video says enough.

I love the fact that I can't tell the difference and I feel sorry for all of those people who do because it often seems like they are always bitching on the framerate in games. It doesn't seem to improve their enjoyment of games in anyway.

I feel sorry for all those people who can tell the difference between a McDonald's hamburger and a filet mignon. It doesn't seem to improve their enjoyment of food in anyway.
 
I feel sorry for all those people who can tell the difference between a McDonald's hamburger and a filet mignon. It doesn't seem to improve their enjoyment of food in anyway.

Can you give me an example of how this ability to perceive the differences between framerates raises your enjoyment of games versuses someone who cannot tell the difference? Honest question. Maybe I am missing something.
 
After experiencing 120Hz, I really feel for those who game at 30fps. It truly makes 30fps games seem unplayable. 60fps for any part of any game should be a bare minimum. Especially for fighting, racing, FPS, character action games, MOBAs, RTS... hell anything.

Those who live in ignorance will never know. At least they're happy.
 
it blows my mind how the single most crucial element to achieve a sense of speed is a high framerate, yet it quickly goes out the window on so many racing game design documents.

no one should ever have to play a racing game at 30FPS.

60fps is important for a lot of reasons, but sense of speed is not one of them.
FOV is probably the most important.
Also important: Scale cues, width of track, distance between trackside objects and track, density of trackside objects, overhead detail (the closer to the track the better)
 
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