SvennoJ said:
Corrections at the last moment based on visual feedback won't benefit to any significant degree with the extra 16ms. It's still the anticipation of the flow of the game that determines that. Cars don't suddenly appear out of nowhere while racing. The physics run independantly of the output framerate. While pushing your car to the limit you mostly rely on the sound the tires make. That has nothing to do with frame rate. Rumble also helps, also not tied to the framerate. |
About the physics, never claimed anything else, even the 16yrs old GPL's physics engine runs at 288Hz.
About cars not suddenly appearing, that's true, but if they force you to abandon the ideal line, either because they commit an error when you're too close to perform a smoother anticipation, or just because they occupy the ideal line and you're faster, but they won't give you way, or if they suddenly have to slow down, making you reach them before when you predicted, then you are forced to perform less planned and quicker and dirtier corrections. In these cases, even if it's still true, as it always is, that human lag is overwhelming compared to the other lags, they still add up, although it's true that from a given frame rate on, even doubling it you'll have smaller and smaller benefits. From 60 to 120fps could cost you a fortune just to give you just a 8ms gain, and so on.
Anyhow, all this should be really noticeable only on the most hardcore racing sims, but Driveclub, like Burnout and NFS, is a sim-arcade hybrid, albeit not a toyish one, but one of the now quite common "simcades" with as high accuracy as it's possible without crossing the border with a real sim, so I can agree with you that in this case 30fps should be enough.
While I still think that in purer sim racers higher framerate is important, I can agree that in EVERY case it also gives better visuals, being smoother particularly in motion and I also agree that having a smooth 30fps without judder, jitter or other irregularities is in most cases the most significant improvement, that should be pursued and achieved before anything else.
Also, since the beginning, I made my comparison considering all the other variables and parameters unchanged: fans of a well known simcade always bragged about its 60fps, but it was achieved halving the maximum number of car in a race compared to its most renowned competitor, and the increased accuracy its higher framerate could in theory allow was wasted in more than one way, as the tracks were modeled too large, and that already made it easier, and the grip was unnaturally high, further easing it and making that higher framerate unnecessary, if not to just better visuals in motion.
About eliminating visual artifacts in motion, interesting that trick of the variable frame rate (always keeping a good minimum one), I didn't know it, or maybe if I heard about it I didn't pay attention (CG is not my field, I only followed an introductory computer graphics course many years ago, when M$ mole Rick Belluzzo still hadn't helped sinking Silicon Graphics).







