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Imaginedvl said:
Captain_Yuri said:

Except... It will due to frames being rendered twice as fast...

Assuming the developer isn't an idiot and has everything else in shape, the bottleneck then becomes the framerate. A faster framerate means that your actions are translated onto the screen just that much quicker. In 30fps, the amount of time your display will be sitting at a frame is 33 ms apart where as in 60fps, it is 16 ms apart. So when someone is moving their mouse for example, it will take at least 33 ms before they can see cursor move on the screen in 30fps where as in 60fps, it will take 16ms. So yes it does improve your input lag assuming everything else is up to snuff.

It is why framerate is so important in fighting games and other high responsive games and it's just better to have high framerate in general...

As I said, better framerate is better; I did not argue with that :) And the game will feel better to play too.

I was commenting on his statement which was wrong as game input are not tied at all with the FPS at the end. What you are describing is again the rendering part and many (if not all) games are actually doing what I described.

So yes, you want more FPS to feel the game being more responsive. But saying that the game will check for input every 30 fps if it is rendering at 30 fps is just plain wrong and actually never the case (or the game engine is quite weird). And the rest is not up to "snuff" like you said, because even if you see it 16ms later (33ms rate), the input has been recorded and the game world updated accordly and will be the right state when being displayed. 

So no, capturing (and dealing with) the inputs at 60 fps while still displaying at 30 fps makes a big difference. Not arguing that it is not as good as going 60 fps (for both) but it is not the same thing than doing everything (including game world update) at 30 fps, which again is NEVER the case in any game, the majority of the time the game engine loop runs at 60 FPS + even while being rendered at 30 FPS. Or you would see some very fancy things like sprites (or 3D objects) being jumpy etc...

I'm not going to explain in details or argue about it. Just Bing or Google about it and they are plenty of articles and sites explaining all of this.

At the end, more framerate = better experience anyway.

Yes but it is still being rendered later thus causing input lag... While the game itself may have already registered the input and updated the world, the user still experiences input lag due to seeing his input 33 ms later on his screen... (or 16 ms later compared to 60fps)

I am not arguing how often the game will check for input cause that is correct, my issue is that framerate is still involved with input lag because by definition, "the input lag in video games is the time it takes for the user to click a button and seeing the game react on screen."

It's not just about "feeling" better, the game is actually more responsive at 60fps assuming again, the rest is up to snuff. 



                  

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