23 February 2019, 23:32 | #41 |
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25fps is just fine. I have no problems with Wolfchild or Aladdin. But Ruff'n Tumble scrolls way too fast for a 25fps game. Very bad combination imo. Imagine Sonic with 25fps.
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25 February 2019, 01:53 | #42 |
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I have to say on the modern 3d games issue, even in Multiplayer online, I've never been an FPS snob.
Ping is king. Everything else is just "nice to have" unless your PC really sucks and the FPS make the game unplayable. I'd argue "consistency" over "speed". I went through a LONG stage where I played nothing except online 3D shooters, but was always working on budget PC's or consoles. And that's why once FPS's got better on console, I bucked the trend and favored them over constantly upgrading my PC. The console games, being written specifically to a single spec machine, are just more consistent. My kids still dont get "frame rate" vs "lag". Makes me lol. |
25 February 2019, 10:25 | #43 |
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I'd agree that a consistent 25FPS is better than a very inconsistent 50FPS, yes.
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26 February 2019, 06:01 | #44 | |
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Why is it that in 1989 more games ran at 50/60fps than in 2019? Mindboggling. |
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26 February 2019, 07:45 | #45 |
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Let's say it like this:
Original games that are designed around the chipset should strive for 50fps. I can understand that you need to go for 25 fps when porting an arcade game, though, since most of these usually put a lot more stuff on screen than the blitter can handle in one frame. Games are made by a couple hundred people these days. I guess it must be hard to optimize scenes that were already designed by those 150 people in the 3D model department to give you a steady 30 fps, let alone 60. |
26 February 2019, 08:12 | #46 | |
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And the Amiga is capable of 50fps games far more than you realise. What about Turrican series? What about Beast series? Exactly. |
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26 February 2019, 11:23 | #47 | ||
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I'd say there are two general reasons that combine to make this happen. One technical one and one market one. The technical one has to do with the 8 and 16 bit consoles primarily using sprite & scrolling hardware. This method of displaying graphics limits the gains you can get by lowering the frame rate (though the SNES did do this from time to time). The reason you get less benefits from lowering frame rates when you use hardware sprites vs not using hardware sprites is really rather simple: halving the frame rate doesn't get you extra objects to display*. Simply put, the hardware can display <x> sprites per scanline/frame and that's it. No amount of CPU will get you more of them*. Contrast this with the home computers (and the 8/16 bit consoles whenever they did 3D) that did draw more/all graphics using the CPU - or Blitter in case of the Amiga. Unlike hardware sprites, drawing objects with the CPU/Blitter has no technical limit on number of objects drawn per scanline other than how fast the CPU/Blitter is and how many frames spent drawing you deem acceptable. So, the Amiga/Atari ST/Amstrad/Spectrum/etc could use lower frame rates and actually benefit in numbers of objects drawn (in fact, they could roughly double the number of CPU/Blitter objects shown by halving the frame rate). Like the Amiga/Atari/etc, the modern 3D consoles don't use hardware sprites. They rather use their GPU to draw graphics. And like the CPU/Blitter of old, a GPU can basically draw 'twice as much' when the frame rate is halved. This is the technical reason then: modern consoles, like the Amiga, can benefit in terms of image quality by lowering frame rate, whereas the 8/16 bit consoles really couldn't do that. *) I do know that sprite multiplexing exists, buy by and large the overhead for sprite multiplexing is just not big enough to make the jump to half frame rate make sense. --- The second reason is market based. In the real world, people keep buying 30FPS games in bulk. In fact, if you look as sales, the most successful console games tend to be running at 30FPS rather than 60. Why is this? Well, I'd like to think it has to do with what Insomniac games said on the subject when they stopped making games run at 60FPS: https://www.eurogamer.net/articles/i...-60fps-no-more In essence what they're saying is going for 60FPS does not translate in better sales or review scores, while going 30FPS and having more detailed graphics does. This comes back to what I talked about earlier: as far as I've been able to make out, most people don't notice a 30FPS frame rate (at least for 3D). Or if they do, overall they'd rather have nicer looking graphics than higher frame rates. --- All in all, I think a lot of people just don't really notice these lower frame rates and if that is true, it makes a lot of sense for games to run at a lower frame rate with nicer looking graphics. More so given that pretty graphics has traditionally meant bigger sales. --- Quote:
Overall though, I'd say: go for 50FPS. Last edited by roondar; 26 February 2019 at 13:33. |
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26 February 2019, 13:03 | #48 |
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What about those of us who run PC games at 50fps? There IS such a thing, and I find it quite pleasant.
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26 February 2019, 13:13 | #49 |
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Oh, I'm absolutely not trying to imply that 25/30FPS are some sort of benchmark you should hold to. I certainly prefer 50/60FPS games!
All I'm saying is that people who prefer high FPS over pretty graphics are, apparently, in the minority (and I'm trying to get at the reasons for why this is). Well, that plus the notion that 50/60FPS is nice but this doesn't mean it is an absolute requirement for a game to be 'great'. But make no mistake, I'd like 50/60FPS games to be the standard. |
26 February 2019, 13:21 | #50 |
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Problem with a bit faster scrolling 25fps games is once you've noticed the ghosting/smearing, you can't unsee it.
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26 February 2019, 13:43 | #51 |
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I agree.
However, as I've said before, it seems lots of people don't notice and for others (and for some games this 'others' group includes me) it just isn't that big of a deal. Meaning: one man 'intolerable' is another's 'fine'. I've never understood it myself, but it does seem to be true that lots of people just can't see the difference. All signs point to this being true, from low FPS games outselling high FPS ones, to people claiming that 25FPS games are 'just as smooth' as 50FPS games, to people claiming games are running at 60FPS when they very clearly aren't. Even cinema's obsession with 24FPS shows this - for high action movies a 24FPS frame rate can be absolutely terrible, yet most people don't seem to notice it when high speed pans turn into mush without any detail or when a car chase scene featuring cars turning a corner too quickly causes it the movie to visibly jerk and stutter. But again, I can notice and do prefer 50/60FPS. However, not to the extent where I consider a non-50/60FPS rate an automatic 'game sucks' - there are many 25FPS games I really enjoyed quite a bit and some of those I'd easily rate higher than most 60FPS stuff out there. |
26 February 2019, 17:00 | #52 |
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I think the amount of people who want 60FPS games on consoles are increasing all the time. I'm one of those people who have complained about bad framerates for a long time, and 10-15 years ago hardly anyone bothered except a few of people on the forums. Nowadays there is usually lots of complaints if a game only runs at 30FPS, especially if it's a FPS och Racing game.
For some type of games (mostly role-playing) most people seem to care less, which I can understand because those kinda games don't benefit as much from a smoother framerate. Also I'm guessing things like Digital Foundrys Youtube-videos has helped to open up the eyes of people, they make really in-depth videos about the performance of various games. The best thing about Nintendo in my book is that they have for the most part made 60FPS games since the Game Cube days, except for with Zelda for some reason |
26 February 2019, 17:48 | #53 |
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What I want to know is: was the original (NOT BFG, mind) Doom 3 at 30fps? I've heard many PC gamers say that 30fps sucks and 60fps (as Doom 2016 was) is the way to go.
To be honest, I thought Doom 3 was 60fps, it just looked smooth to me. |
26 February 2019, 18:58 | #54 |
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Not sure I agree. Console shooters such as the Aleste series often experience serious slowdown when the action gets hectic, but there is some kind of balance there, almost like "bullet time".
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26 February 2019, 19:00 | #55 |
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But that are complete slowdowns with everything on the screen. Inconsistant frames during the scrolling only is indeed very annoying/distracting.
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26 February 2019, 19:40 | #56 | ||||||||||
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And that hardware was built specifically for making games that were never thought of when the Amiga was built. The Amiga's hardware did admirably at recreating such games, but the hardware itself was designed around the expectations of 1984 games, not those of 1987, let alone 1992. |
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26 February 2019, 21:07 | #57 |
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@Foebane
Do you mean Doom 3 on PC? If so, the frame rate is solely dependent on your hardware. |
26 February 2019, 22:04 | #58 |
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26 February 2019, 23:16 | #59 | |||||||||||
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As an example: I personally feel that Pulp Fiction is a bad movie and that people who disagree with me are just wrong (and I actually got into a huge discussion over this with a friend once). However, eventually I had to accept he was right: the movie is in fact widely regarded as a classic and though this is a subjective label, it's the closest we have to an 'objective' standard. Meaning: I might dislike the movie, but that doesn't change it's still a highly regarded one and thus (as close as we can say such things) objectively 'good'. Edit: I want to add something here. It is entirely possible I’m misinterpreting your statement here, but it may be useful to realise how something like ‘people regard Great Giana Sisters highly, but it is hardly a good game’ can come across. The way I read this, it seems to be implying that everyone who believes it is a good game is somehow incapable of recognising quality - but you yourself can judge it just fine. Which to me seems, well, an entirely unreasonable thing to say. Now just to be sure, I am not a native English speaker so it is possible I got the meaning of that bit wrong. Sometimes language can be subtle. If I did get it wrong, I do apologise. Quote:
Oh and FYI: my dad had a ST, the ST press was just as bad. Quote:
I seriously mean no disrespect, but this is no more than fundamental logic here - there are a bunch of 50FPS platformers available for the Amiga. As such the statement that it can't be done or is infeasible is wrong by default. Had no examples of such a game existed then you'd have a point, but since they clearly do... The only possible conclusion is that it can be done and was, in fact, feasible. Note here that this doesn't mean it is always feasible to get a game running at 50FPS - there are obviously technical limits and if the programmer willingly disregard them, you'll get a lower frame rate. Which leads me to the following: you're assuming that Ruff'n'Tumble was designed to be 50FPS yet they failed to manage. I on the other hand find it far more likely it was designed to run at 25FPS from the get-go and that the creators instead decided to go for lots of on screen objects coupled with a screen mode with a large number of colours (in the context of Amiga OCS anyway). Since I'm probably fairly assuming the people involved were competent, my conclusion would be that they simply really, really wanted a 32 colour screen with that many objects and accepted a lower frame rate as a result. However, had they wanted to get a 50FPS game out, I'm 100% certain that they could've done that and finished in the same time frame. It just would've looked differently. For any reasonably competent game programmer that knows the hardware, keeping to a 50FPS frame rate is mostly a choice - not some sort of voodoo magic. This isn't to say there can't be challenges in keeping that choice, but it's still by and large a choice. As evidenced by the fairly large number of 50FPS Amiga games that exist. Quote:
Consoles being so much cheaper than (home) computers has everything to do with the business model involved (i.e. sell the base console at a loss -or at best at cost- and make money of the software and accessories) and the one trick pony nature of consoles (it only plays games), which means the console manufacturers could skip on tons of hardware and software a 'real' computer needs. As for this whole 'must be held to 1992 standards' stuff: I simply disagree. Case in point: the NES was also still on sale in 1992 - should we then hold the NES to the standards of the time and conclude that say, Super Mario 3 is crap because Super Mario World is prettier? Or say that the console is crap because it's successors were more capable? Of course not! No one actually did that, everyone accepted that the NES was old hardware and as such not as capable. For that matter, the C64 was also still on sale. No one is or was holding that machine to SNES/MD standards. As was the Atari ST, for which the same goes. I could give more examples here, but I feel the point has been made. Fact is that for each and every one of those systems (which all were still on sale in 1992), people accepted that they were no longer state of the art. The same very obviously goes for the Amiga. It was older hardware so it wasn't going to compete on hardware specs. So why in the world would we hold it to that '1992 standard'? It's clearly not what people actually do for any other older hardware. Now, the A1200? Yeah, that had an underwhelming design for gaming. Mind you, as a general purpose budget computer with gaming abilities I'd still hold it as pretty good, but the A1200 clearly wasn't as good a gaming machine as the A500 was back in it's time. Quote:
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My point was always that bad games exist on all platforms and that a truly bad game is bad no matter where it makes it's appearance. Quote:
Even your examples make this clear: Super Mario World is a pretty poor game from a 'pushing the hardware' sense (given what the SNES can do). The original Sonic is even worse, the only real 'tech trick' it has is scrolling the screen in large increments and showing off that the MC68000 was fast enough to do reasonably accurate fixed point math. The first is not actually hard to do on a tile background based console, the second is a very basic trick used in tons of games on the Atari & Amiga. Those games were great because they were great fun. And I'm 100% convinced this type of game can be done just as well on the Amiga. Would such a game then look the same? No, it wouldn't. Was it ever done as well? It probably wasn't. But that simply doesn't mean it couldn't be done. The key to a great game is the mechanics. Everything else is secondary. Now, nice graphics can help. But they're not needed. As a non-arcade style example: I had an insane amount of fun and immersion and an all-round great time with Civilization on my A500. Even though it looked like crap, was slow, had a prettier PC version, etc. The game was great because of how it played. Not how it looked or what frame rate it ran at. In fact, I'd personally rate Civilization higher than almost all games I've ever played during the 16 bit era. Including Super Mario World and Sonic Now, that obviously doesn't mean I'd accept Civilization's frame rate for a SHMUP, but I hope my point is clear. --- Quote:
Last edited by roondar; 27 February 2019 at 00:56. Reason: Rephrased things a bit |
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27 February 2019, 19:48 | #60 |
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