By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sony - Driveclub runs at 1080p 30fps

SvennoJ said:
Alby_da_Wolf said:
SvennoJ said:
 

Still not convinced the extra 16ms doesn't matter for response time? Try this http://www.humanbenchmark.com/tests/reactiontime/
See what your response time is in the best of situations, fixating on a big full color change with your finger hovering over the mouse button. I can't get below 245ms, nor am I very consistent, I'm old. Identifying something specific happening on screen and making a decision what to do about it takes a lot longer, that 16ms is negligible.

Those hundreds ms of your reaction time are what you can't reliably decrease, even in real life, but lag due to framerate always adds to them. 16ms can be little more than 6% for your reflexes, even less for more sluggish people, but they add EACH time you have to react, many times it can be little significant, but it's likely that it will be significant a few tens times per lap, and even if that additional lag doesn't always turn 1:1 into a penalty on your lap time, you can end up having between a few tens and a few hundreds ms penalties for each lap.

It doesn't add up while racing. You anticipate turns (and movements of other cars for that matter) You don't suddenly respond to them when they unexpectedly show up. When you're shaving off lap times, you get in the zone, it becomes like programmed behaviour. In the end you can almost do it with your eyes closed. That 16ms has nothing to do with setting better lap times.

If you are alone on the track and if you know very well it, you can anticipate. If there are other cars and/or you haven't enough time to race on each track enough times to know it well enough, you'll have to do corrections at the last moment, and the same will happen each time you reach the car's road holding limits, if for any reason you'll have to force the car further due to other competitors unpredictable actions or simply making impossible to follow the ideal trajectory or if the car's limits decrease, due to the racing sim being accurate to the level of simulating changes of weather and temperature, tyre wear, etc. In these cases you'll be able to anticipate less and that additional lag will add up, the best that will happen is that if you'll anticipate as well as possible and need smaller corrections, most probably that lag will translate in a penalty on the lap time a lot smaller than 1:1 with the lag itself.



Stwike him, Centuwion. Stwike him vewy wuffly! (Pontius Pilate, "Life of Brian")
A fart without stink is like a sky without stars.
TGS, Third Grade Shooter: brand new genre invented by Kevin Butler exclusively for Natal WiiToo Kinect. PEW! PEW-PEW-PEW! 
 


Around the Network
VXIII said:
curl-6 said:

Twice as many frames a second is still a difference you can feel; not so much in individual responses but in the continuous experience.

Honestly, it's crazy that people are even arguing that 30fps vs 60fps isn't a significant difference for a fast paced racer.

 

So true .... for 30 FPS as well.

When a game has a consistent and solid frame rate, the player will know exactely how and when to respond, he will form some kind of measurment for the field and distance. The real problem comes from dips and slowdowns in the frame rate.

Let's be clear. 60FPS does benefit the game slightly, and offers smoother animation. But, when we know that human can't click the mouse button without 245ms delay, then it is crazy that people give so much importance for an extra 16ms.

FPS significance is exaggerated.

I agree completely and I would add that the true advantage of a higher frame rate is not related to the reflexes through higher responsiveness, but rather to the smoothing of the moving image. The movements seem more fluid the higher the FPS count is, but most importantly is the stability of said FPS. That's exactly the reason why we use Vsync as much as possible on PC. No matter if you might have variable 70-100 fps, it's a LOT better to lock them down at 60 than losing imersion with the jumps in fps count.

Having said this, I do wonder how many FPS DC was pushing without the cap to 30, and if they would be close to 60, maybe a few tweeks (like loosing detail on the clouds and sky or shadows, lower AA level) could bring it to 60 locked fps.

Still, the game looks f*ckin awesome and I'm dying to play it since the PS4 came out :). I want it now!!



Alby_da_Wolf said:
SvennoJ said:

It doesn't add up while racing. You anticipate turns (and movements of other cars for that matter) You don't suddenly respond to them when they unexpectedly show up. When you're shaving off lap times, you get in the zone, it becomes like programmed behaviour. In the end you can almost do it with your eyes closed. That 16ms has nothing to do with setting better lap times.

If you are alone on the track and if you know very well it, you can anticipate. If there are other cars and/or you haven't enough time to race on each track enough times to know it well enough, you'll have to do corrections at the last moment, and the same will happen each time you reach the car's road holding limits, if for any reason you'll have to force the car further due to other competitors unpredictable actions or simply making impossible to follow the ideal trajectory or if the car's limits decrease, due to the racing sim being accurate to the level of simulating changes of weather and temperature, tyre wear, etc. In these cases you'll be able to anticipate less and that additional lag will add up, the best that will happen is that if you'll anticipate as well as possible and need smaller corrections, most probably that lag will translate in a penalty on the lap time a lot smaller than 1:1 with the lag itself.

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.
Human lag > 215ms +
Input lag >= 66ms (Although your input will already have been taken into account a lot sooner than you see the result) +
Display lag 33ms to 66ms or more (lower in native 1080p game mode, higher when upscaling is involved)

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.

60 fps does look a bit nicer. Especially if motion blur has been added to 30fps visuals. Less motion blur will make the track easier to see at high speed. That's a design choice though, not part of the frame rate. Motion blur is mostly added to replays to give it a film like look, during racing it should be kept to a minimum.

60 fps is still too low for visuals, you still get that effect that the road, curb or fencing starts moving backwards at certain speeds due to the fixed granularity of the frame rate. Maybe a randomly variable frame rate >= 30 fps with NVidia's G-Sync could fix that. Only if you can accurately predict the time the next frame draw will take so you can eliminate judder effect. Ideally a game updates it's physics state slightly forward into the future so when the frame is displayed it matches the time code of the engine at that time. Judder happens when the game simply starts rendering the current state with disregard of when that frame might be shown.

Or you can go so high that the forward movement is always much less than any repeating elements on screen. It's eye candy anyway, to accuraterly follow the flow of the game 30fps without judder is enough.

In the end I can not detect any difference in my performance between Criterion's Burnout Paradise at 60fps and NFS Most wanted at 30fps. I did however notice that the game became a lot easier on PC at 1080p. I can see what's happening down the road!



People who hate in this thread missed out on the best arcade racers of all time: NFS, PGR, Forza Horizon, just because they were 30fps lmao.



SvennoJ said:
Alby_da_Wolf said:
SvennoJ said:
 

It doesn't add up while racing. You anticipate turns (and movements of other cars for that matter) You don't suddenly respond to them when they unexpectedly show up. When you're shaving off lap times, you get in the zone, it becomes like programmed behaviour. In the end you can almost do it with your eyes closed. That 16ms has nothing to do with setting better lap times.

If you are alone on the track and if you know very well it, you can anticipate. If there are other cars and/or you haven't enough time to race on each track enough times to know it well enough, you'll have to do corrections at the last moment, and the same will happen each time you reach the car's road holding limits, if for any reason you'll have to force the car further due to other competitors unpredictable actions or simply making impossible to follow the ideal trajectory or if the car's limits decrease, due to the racing sim being accurate to the level of simulating changes of weather and temperature, tyre wear, etc. In these cases you'll be able to anticipate less and that additional lag will add up, the best that will happen is that if you'll anticipate as well as possible and need smaller corrections, most probably that lag will translate in a penalty on the lap time a lot smaller than 1:1 with the lag itself.

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.
Human lag > 215ms +
Input lag >= 66ms (Although your input will already have been taken into account a lot sooner than you see the result) +
Display lag 33ms to 66ms or more (lower in native 1080p game mode, higher when upscaling is involved)

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.

60 fps does look a bit nicer. Especially if motion blur has been added to 30fps visuals. Less motion blur will make the track easier to see at high speed. That's a design choice though, not part of the frame rate. Motion blur is mostly added to replays to give it a film like look, during racing it should be kept to a minimum.

60 fps is still too low for visuals, you still get that effect that the road, curb or fencing starts moving backwards at certain speeds due to the fixed granularity of the frame rate. Maybe a randomly variable frame rate >= 30 fps with NVidia's G-Sync could fix that. Only if you can accurately predict the time the next frame draw will take so you can eliminate judder effect. Ideally a game updates it's physics state slightly forward into the future so when the frame is displayed it matches the time code of the engine at that time. Judder happens when the game simply starts rendering the current state with disregard of when that frame might be shown.

Or you can go so high that the forward movement is always much less than any repeating elements on screen. It's eye candy anyway, to accuraterly follow the flow of the game 30fps without judder is enough.

In the end I can not detect any difference in my performance between Criterion's Burnout Paradise at 60fps and NFS Most wanted at 30fps. I did however notice that the game became a lot easier on PC at 1080p. I can see what's happening down the road!

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).



Stwike him, Centuwion. Stwike him vewy wuffly! (Pontius Pilate, "Life of Brian")
A fart without stink is like a sky without stars.
TGS, Third Grade Shooter: brand new genre invented by Kevin Butler exclusively for Natal WiiToo Kinect. PEW! PEW-PEW-PEW! 
 


Around the Network
Alby_da_Wolf said:

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).

Using a variable framerate to get rid of the wagon wheel effect is just something that may be possible now with g-sync. It is possible already, but it creates screen tear. G-sync allows a frame to be drawn as soon as it's ready so you can adjust your timing scheme to eliminate certain unwanted effects. Yet it all depends on how accurate you can predict your frame render time.  G-Sync sounds like a great solution, but it doesn't fix judder. Normally you start to render a frame and expect to show it exactly 16 or 33ms later. If it's done sooner, you wait for v-sync, done later you end up with screen tear (and judder). With g-sync you end up showing it a bit too soon or too late, both adding judder.

I stand by my opinion that higher res gives you a better advantage than 60fps, and that 60fps does more for fast arcade racers. I don't know where the obsession of 60fps comes from for sim racers. Those move at a glacial pace compared to twitchy nature of burnout, nfs, wipeout. Sure you drive fast, but all cars adhere to real physics, no sudden surprises. Well maybe the Red bull X1 excluded, twitchy car. I have a hard time controlling that with display lag from my projector. It feels like I need to already have completed my steering input before I see the car respond.
Btw most people online prefer the slower cars for precision driving. 60 vs 30 doesn't do anything for that.

For a simcade like Driveclub 30fps is fine, but I would say for GT and Forza 30fps is also fine, while Mario kart might benefit a tiny bit from 60fps. It's eye candy, easier on the eyes, feels smoother, doesn't help your timing. Ofcourse I still expect 1080p60 for GT7, I like that kind of eye candy as well. However when the choice is 720p60, or 1080p30, 1080p30 wins for me.



It's a bigger deal for fighters than racers honestly. They can still make it work. It is a bit counterintuitive though.



Max King of the Wild said:

 I've never once noticed a game was running 30fps or 60fps.

Sorry to sound unpleasant, but I can no longer take any of your contributions to this discussion seriously.



Kane1389 said:
curl-6 said:
If it was Forza 6 that was 30fps, most of the people defending this would be arguing the polar opposite view.


Forza is a simulator, 60fps is a must for most responsive, realistic controlls and handling possible. GTs on PS2 ran on 60fps. DC is an arcade racer, not many of them, if any, run at 60fps

Drive Club still moves at high speeds though; the faster the speed, the more noticeable the fps.



curl-6 said:
Max King of the Wild said:

 I've never once noticed a game was running 30fps or 60fps.

Sorry to sound unpleasant, but I can no longer take any of your contributions to this discussion seriously.


Sorry to sound unpleasant but deflecting and ignoring the ones using facts against your argument makes it hard for me to take you seriously.