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About
Hey there I'm EAPidgeon, I don't have much to say here I like games, and I prefer gameplay > over graphics. Catch me streaming on twitch.tv/eapidgeon.

Oh and apparently I now have a twitter.
https://twitter.com/EAPidgeon
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A PSA For The Otherwise Minded
It may not be trending as much lately, but I for one have felt that for far too long, crimes about frame-rate have existed, and specifically in both the publishers side, the gamers side, and even on our own side. I won't claim to have all the answers, but there's something which has been frustrating me lately, as you know, I won't attempt to come off as pretentious, but as a PC Gamer, frame-rate does matter.

Now sure you may be thinking of your stock argument, and well of course it matters, but who wants to pay (insert generally incorrect amount of cash here). But let me say, this is first off, and most importantly, not my point, I personally don't care if you prefer playing 30FPS or 60FPS+ on console or PC, what does matter to me lately, is all the false understandings of FPS.

Just recently a mod for the PC's notoriousDark Souls port was released, enabling it to run at 60FPS, and the difference was breath-taking in both how fluid, and surprisingly, how much easier it made the game to play. However, there began something of an inkling of anger, as false rumors began circulating. Rumors such as "60 FPS will get you banned from GFWL and Dark Souls" "60 FPS is a speedhack making you move twice as fast" and frankly, this is bullshit I hate with a passion.


Yet hear I am, doing close to that exact thing

The sad part is for a bit I was driven to question if this drivel could be a legitimate claim, and this was where, regardless of real or not, I have an issue. The first issue being that is our understanding of frame-rate really this shoddy and pathetic yet so important to enjoyment of our games, whenever we fix it, we question if we'll get banned? The second being, in question, when a developer says we can't run a game at 60FPS or it'll break it or it'll become a hack, and yet we do exactly that, where to question both integrity, and the whole system at large.

For those of you with a less then stellar understanding of frame-rate, I won't claim to be perfectly understanding of it, but I will say, it's really not what you think it's, you're wrong.



Now you might be wanting me to indulge you in my understanding of frame-rate, and as I said, it's not fantastic but it's enough to get myself by. If you were to ask me off-hand, frame rate is how many times a game re-draws your screen, it allows for quicker command inputs, and less experienced lag, and a overall smoother feel, while there are times, and albeit, a very few where frame-rate can in fact cause game mechanics to break, it's surprisingly, surprisingly, low.

Similar is a game, which gave Rockstar a bit of a black eye, both in how they managed the release of the game, how the studio managed the game, and how the PC release of the game was managed, that's right L.A Noire. L.A Noire, also happens to be one of the few games a large number of misconceptions also arised, and surprisingly, while some mechanics did break when we forced it into 60FPS on PC, the majority of what the developers, even the publishers told us, was a lie.

If you want the news as I heard it, Rockstar said when related to L.A Noire and the locked frames it would cause a de-sync of the facial animations and there would be massive graphical glitches as the game had been "made for 30 FPS" as such Rockstar released our ported version also at 30FPS. The crime comes from the fact however, when we did in fact hack 60FPS, the only thing wrong with the game, was the driving mechanics were a bit funny, but no facial desyncing issues, no massive graphical glitches, no, just the car-driving.


It's pretty clear we're being lied to, and more importantly with disrespect

If you read the fantastic blog by Jinx 01 a while back on bullshot backlashes, i'm sure you felt insulted that developers could just make fake images, images not capable of the version of the game you got, and overall just plain disrespect. I feel frame-rate needs to be taken in the same light, when a developer says "they can't" we shouldn't just lie down and say "ok" we should demand why, because i'm sick of playing an inferior game, because the developers weren't unable too, but were too lazy to. As a gamer, who expects to get an honest and quality game, I find this plain disrespectful.

It would be the same to going to an official developer preview at E3, having them give a massive presentation about all the features the game will have, and yet, where the game ships, all of the amazing features everyone bought the game for, aren't even in the game. You could liken it to watch_dogs having none of the hacking and in it's place is a generic cover shooter.

Integrity and truth are something we need both more of in the industry, and at the same time, we seem to get very little of. I want this to change, developers can pretend for all of their petty reasons that it would be too complicated for us to understand, but in the end, and especially with this Dark Souls port, it's very important that we keep developers honest. Even if you're not on a PC, with next gen around the corner we need to keep them trustworthy, but more importantly we need to come clear, and just ask, if and when they make a claim, if they're just plain lieing.

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Dearest EAPidgeon

I am sure you make great point about something-or-other... but GOD DAMN I LOVE THAT LAST PICTURE!!!
Ha ha, glad to make your day dearest zombie overlord.
Very interesting blog. I always thought of framerate in terms of the smoothness of the graphics and never thought about differences in how quickly your inputs are interpreted by the game. I don't game much on PC due to the fact that my computer can't run much of anything from the last several years, but it's good to know, nonetheless.
With Dark Souls, and I'm sure most games, the devs' hands are tied by the penny pinching publishers. Had the publishers had enough faith in the PC port, they could have hired a team more familiar with the platform, not used the roadblock known as GfWL, and actually provided the simplistic additions that users are adding themselves - some within minutes of the game's release. Surely Damnco Bandie could have paid for that. They'd'vd gotten my money if they did.
I switched over to console gaming years ago when I had issues running various games on my PC... but just a question, is it possible that lower framerates are used in many games to ensure that it's able to run on a larger number of PC's? Can older PC's or cheaper PC's handle a 60FPS rate and if not, by allowing some gamers to run at a higher frame rate, does it not in some ways break online play?
Possibly the difference wouldn't be an issue in a strictly single player game, but again, are devs/publishers tied by trying to sell the game to the broadest possible demographic... and not just those with newer/higher end gaming rigs?
@Elsa
I wouldn't say you're necessarily incorrect because they are trying to sell to the largest number, the thing is however, when possible, you should be driving to desing the maximum experience capable at the higher, and even mid-range.

The issue is, many developers say they can't make the game go over the minimum specification when it comes to ports, when all that would be required is a bit of clever coding, in the case of PC it actually takes a user with newer nvidia drivers maybe 4 clicks to lock a game in at an adaptive half sync (newer version of vsync, less lag handles frame variation better, half=30fps max)

As for online play, there's a reason for the most part it's bs, the only thing it can generally cause is graphical errors on the clients end (if the game has a odd unfixed bug, but even then as shown by L.A Nore that's rare)

If you want a clean and easy example of FPS differences between players just look at onlone FPS on the PC, you can have players whose game can only run at 15 or 30 FPS but generally the only thing you'll notice is they're slower at aiming and turning.

The players don't get faster (I personally blame this misconception on emulators and I would need to research a bit to tell why emulators do get faster) but in the now the players have more response time at 60FPS then their peers, because they can see twice as many opportunities to enter their response as a 30 FPS player, basically imagine Jimmy sees 2 frames for Bob's every one frame, while they're both getting the same image, Jimmy is able to better respond because he has twice as msny opportunities as the game redraws.

If you've seen images at low FPS it looks like a slide-show, this is because for every say second you only see 15 frames of an animation instead of 60. Where if you're seeing 60 you would see far more images and because of that actually have a greater frame of time to respond, because you see what's coming twice as fast. So instead of waiting twice as long for your game to show you what's changed you only wait one.

Per say if you were fighting the Titanite Demon in Dark Souls at 30 fps technically you only see a new frame every 2/60 if a second, where at 60 fps you see a new frame every 1/60 of a second, this is how frame lag relates to input.

Because for every new frame the player can get a quicker idea on what's going on, and because of that re-act quicker, and consequentially with higher frames you recieve the rest of your actions twice as fast, but it does not actually make your character faster.
I'd submit that part of the solution is to educate more gamers on what the difference between 30 and 60 FPS looks like: I recall a news brief from some time back, wherein developer Insomniac said that Ratchet and Clank: Crack in Time would be their last 60 FPS game because most players never seemed to value the smoother framerate as an essential part of the presentation and playability alike (again, no idea if Insomniac was just pulling that out of thin air, but I'm inclined to believe them offhand). Anyone who plays, say, scrolling shooters or tourney fighters regularly can tell you how badly gimped one of those games is when it runs less than 60 FPS, but I doubt very many others could.
Bayonetta on PS3 is 30fps, half of the 360 version, and it's very playable... But every time I pop in my 360 version, the immediacy of inputs and smoothness of the animations is noticeable, almost to the point of being jarring! It can interfere with my ability to dodge at the correct times, because I press it too soon to activate the witch-time.

I think discussion about advantages between players in competitive play is nonsense, though. If I can't run a game at 60fps on my PC, I would be furious if I was unable to participate. You can be great with either refresh rate once you're used to it, and games are not the fucking olympics. By all means, put standardized hardware in tournaments, but for home gaming, we need to get this MLG stick out of our ass. Many people play their consoles in Standard Definition, on small 4:3 screens. I think that has far more of an impact than refresh rate. (this tirade was more inspired by a BF3 PC mod that pretties up the lighting and color, but causes people to be banned).
@Arttemis
Ah yes, I heard about that Battlefield 3 farce from one of my friends who (although he's great reads too much Facepunch News)they're banning people for non-native color correction (lol).

I wasn't saying that there is a complete disadvantage between frame-rates either on a non-competitive scene, just generally, if you had the a completely new player play his game at 60FPS, and then 30FPS, the 60FPS would probably do better then the 30FPS.

As for resolution I completely agree there, i'm used to 1080P and when I have to play on a small screen at a lower resolution on top of that, it's almost physically painful for my eyes.

I was actually still gaming probably around 2009-2010 on a max 1280x720 CRT, and if you get proficient you will do just as well, but a larger monitor is better, although it takes time to adapt.

This is a bit more PC skewed due to the extremely poor quality of ports on PC, where reputable developers lie when they say they can't put a game over 30FPS, but it was also directed somewhat at consoles, I feel developers may cop out just to give a stable 30FPS experience, instead of maybe a 60-45FPS one, more importantly however, if the consoles want to be successful next generation, 1080P isn't enough, they need to run at 60FPS as well, and this requires work on the developers end to "Optimize" their games properly for all systems.

As for the BF3 mod, it's probably not because of the mod itself, but because EA is a bit of a jerk, and they probably have it set to ban when there's any kind of DirectX Injector detected.
Nice blog!

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