Captain_Yuri said:
Imaginedvl said:
As a game developper, let me tell you that what you just said is wrong (bold part) :) You are mixing 2 things here, the rendering of your game and the game loop (where inputs can be captured or things can be moved in the game world, AI stuf etc)...
The game loop can (and usually runs) way faster than 60 fps and not every frame is going to be rendered; and even for a 30fps games...
So while you want to have a smooth framerate in any case for fighting games for instance, it will not affect the responsivness (for the input part). Now I give you that having a better framerate helps with the visual and it feels just way better at the end. You can actually even see that with other things in video games, one very good exemple are the objects that are out of screen or far away. You can sometime see some objects behind "refreshed" by the game loop only 10 times per seconds (Dragon Age Inquisition does that a lot and it is actually really weird some time)...
Regarding the OP: I think at the end I would prefer a lower res with higher fps. So I care about FPS yes :)
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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...
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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.