Chazore said:
Where did such knowledge of you come from Curl?. You've never been this sophisticated and well versed in game design and AI tasks/usage. But again, what about the sacrifices that are made to games being ported from PC to the Switch, which have been running at 60fps on PC?, like sim games for example. |
He's not wrong though.
60fps vs 30fps is "frames per second". - The less Frames per second you have, the longer you have to process stuff... Which is frame times.
At 60fps you have exactly 16.67ms to get everything ready.
At 30fps you have exactly 33.33ms to get everything ready.
And now with the push to 120fps we need to have everything ready in 8.3ms.
So every single effect you add to a game costs you frame time in terms of ms.
Say for example you build a game and you have it all up and running nicely, but your frame time budget is sitting at roughly 20ms... But you would like to improve image quality some more. - That means you have 3.33ms of frame time to play with... Which consequently will mean you can now add in TSAA at a cost of 1.5ms of frame time and still get some free overhead.
Frame times is the time you have until you process a frame, it's essentially a different unit of measurement compared to framerate... Aka. Amount of Frames over time.
Things can get allot more complicated than this, but it's the general idea.

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