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Forums - Sony - Driveclub runs at 1080p 30fps

fps_d0minat0r said:

That applies to all games though.

The same could be said about the resolution too. @ 1080p you have 1920pixels of steering accuracy, in 720p you only have 1280 (ofcourse it differs slightly depending on the camera's movement).

Hunh? Are people for real here?

Not every game is travelling at 200 MPH + and requires pinpoint accuracy of braking zones and acceleration zones. It is absoluely imperitive tthat a racing game gives the player the best reaction times possible along with the best feedback possible. A bit better resolution is not any consolation for losing double the amount of controller input time and feedback in a racer at 200 mph.ot even close. Why do you think Turn 10 said they will never release a racing game less than 60fps solid.



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selnor1983 said:

Hunh? Are people for real here?

Not every game is travelling at 200 MPH + and requires pinpoint accuracy of braking zones and acceleration zones. It is absoluely imperitive tthat a racing game gives the player the best reaction times possible along with the best feedback possible. A bit better resolution is not any consolation for losing double the amount of controller input time and feedback in a racer at 200 mph.ot even close. Why do you think Turn 10 said they will never release a racing game less than 60fps solid.

You never seemed to have a problem with the 30 fps in Forza Horizon and looking at your old profile what do I see there? Favourite games: F1 2011, Score 9/10... weird, that game also has a locked framerate of 30.



Game looks stunning, i really hope its in the league of other SimArcade racers like Project Gotham 2.



DerNebel said:
selnor1983 said:

Hunh? Are people for real here?

Not every game is travelling at 200 MPH + and requires pinpoint accuracy of braking zones and acceleration zones. It is absoluely imperitive tthat a racing game gives the player the best reaction times possible along with the best feedback possible. A bit better resolution is not any consolation for losing double the amount of controller input time and feedback in a racer at 200 mph.ot even close. Why do you think Turn 10 said they will never release a racing game less than 60fps solid.

You never seemed to have a problem with the 30 fps in Forza Horizon and looking at your old profile what do I see there? Favourite games: F1 2011, Score 9/10... weird, that game also has a locked framerate of 30.


An F1 game at 30fps??? Wow that's bad. Are they still doing that in the new ones? Cus that's kinda flat out unacceptable 



selnor1983 said:

Hunh? Are people for real here?

Not every game is travelling at 200 MPH + and requires pinpoint accuracy of braking zones and acceleration zones. It is absoluely imperitive tthat a racing game gives the player the best reaction times possible along with the best feedback possible. A bit better resolution is not any consolation for losing double the amount of controller input time and feedback in a racer at 200 mph.ot even close. Why do you think Turn 10 said they will never release a racing game less than 60fps solid.


Not all cars travel at 200mph and even the ones which do are not doing it for more than 10% of the race.

bullets travel faster than cars yet shooters are fine at 30fps. Spiderman can travel faster than cars, yet thats ok at 30fps, or even lower.

Ofcourse 60 is better than 30 and you should always go for the higher one when there is an option available (I know you wont though), but if 60 isnt available, you shouldnt write off a game.

Anyway, turn 10 worked on forza horizon which was 30fps.



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Regardless to if you believe it was a good or bad choice to go with 30fps instead of 60fps, we mustn't forget that these are the results of that extra power and development time. It's quite the difference that's for sure.

Forza 5 (1080p/60fps)



Driveclub (1080p/30fps)



There are of course better gifs for both of them, but these are the best driver's view gifs i could find for both with a quick google.

Edit: Just realized that the crowds are vampires in the mirror of the Forza 5 gif xD It should also be noted by the way that the DC gif isn't the final build.



What's going on with this res-vs-fps debate? I played games like these and didn't crush into obstacles because of the low resolution...



FATALITY said:
Alby_da_Wolf said:
VitroBahllee said:
I always hear people say 60fps in a racer is essential. Interesting to see how this works out.

I'd definitely still prefer 720p@60fps (actually, if that res is supported, it should be able to run at 760p@60fps) for racers and any other fast-paced game.
Edit: But hey, I belong to teh Glorious PC Gaming Master Race , so, if a compromise is unavoidable, I can almost always choose the one that's best for my needs or my tastes.


if u really belong to teh glorious pc master race bullshit you know that is far from the truth. stop misleading the others. half of resolution doesnt mean half of framerate

Actually you got it wrong, the relationship is of inverse, not direct proportionality.
Anyhow, it depends on what part of the graphics pipeline is the most stressed. In general, if AA is at a level not too close to the GPU limits, it's more likely that HALF the number of polygons, at the same level of FX and quality, DOUBLE the framerate, otherwise, if AA is pumped to the max possible, max framerate will be roughly double at half the number of pixels and that means at roughly (1/sqrt(2))*linear resolution. More in general, fps will roughly go with the inverse of resolution, but it won't be that exact value. Also, at lower screen res, it will make sense to reduce the number of polygons, and the final compromise could be a double framerate at somewhat better than half the pixels. Many compromises are possible and some are better at lower res and some at higher ones, so, in general we can say that the realationship between number of pixels and fps is of inverse proportionality, but only if the other variables can be constrained at a constant value without making the GPU meet any bottleneck as res goes up and fps down, or vice versa, the relationship will be as simple as res*fps~=K.

PS And obviously all this applies as long as graphics RAM size and throughput are enough.



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TGS, Third Grade Shooter: brand new genre invented by Kevin Butler exclusively for Natal WiiToo Kinect. PEW! PEW-PEW-PEW! 
 


fps_d0minat0r said:

Not all cars travel at 200mph and even the ones which do are not doing it for more than 10% of the race.

bullets travel faster than cars yet shooters are fine at 30fps. Spiderman can travel faster than cars, yet thats ok at 30fps, or even lower.

Ofcourse 60 is better than 30 and you should always go for the higher one when there is an option available (I know you wont though), but if 60 isnt available, you shouldnt write off a game.

Anyway, turn 10 worked on forza horizon which was 30fps.

 

Even at 124mph you're missing out on almost 2 metres of track per second. So yes, what selnor said there may have been an extreme case scenario, but the point stands. Frame rate in a racer is massively important for your ability properly take a corner, and consistently hit the apex.



KylieDog said:
Angelus said:


Says the guy who clearly hasn't got a clue what he's talking about.....

A high frame rate is massively important in a racing game, particularly when you're driving in cars that are actually fast. Sure it's not a huge deal if you're driving some slow ass truck around a track, but if you're in a race car and you're doing over 300km/h on a straight coming into a corner and brake even 5 metres too late, you're off the track and crashing or losing valuable time at the very minimum. At 30fps you're skipping over almost 3m of track per second when traveling at 300km/h. In other words, the odds are stacked against you from the start.


It's the other way round, slow racing means adjusting small inputs and timing them right makes all the difference.  When you're going ridiculous speeds being able to eyeball the corner early and react early like a higher res would allow more than makes up for the lower framerate.

It's why every 'sim' racer which typically features slow cars aim for 60fps while arcade racers which feature pretty much just fast cars and more things to hit on the track are all happy to settle for 30fps.

 

Wrong again. The reason that it usually ends up being important in "slow" racing games as well, and not so much in arcade racers, is because th former will usually use a proper speed/distance model, which arcade racers usually don't.