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Forums - Microsoft - Phil Spencer - "Why do you care about 60fps?"

For me 30fps is fine most of time... and we know that marketing and candy eyes make 4k vs 1080p more relevant than 30 vs 60fps.



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Barkley said:

I mean, I understand what he's saying. A lot of people unfortunately don't seem to give a damn, I mean there's people that actually say "you can't tell difference between 30 and 60fps anyway." unironically, and all they're looking for is shiny visuals over frame-rate.

But that first line "Why do you care about 60fps?"....

Someone punch him in the face.

Goddamn, how skin crawling is it to hear/read that quote everytime it's said?



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shikamaru317 said:

60 fps is a bit of an unrealistic expectation from XOX and PS4 Pro. The CPU is what is holding most games back from 60 fps, and XOX and PS4 Pro are already $500 and $400 respectively. If MS/Sony had put better CPU's in them, we'd probably be looking at $500 and $600 boxes, and then we'd basically have next gen consoles instead of a mid-gen refresh.

That being said, 1080p 60 fps modes could very well happen for certain games on XOX, MS has said the choice is left up to devs, and 60 fps is more possible at 1080p than it is at 4K. So if you want 60 fps, it's time to beg your favorite developers for a 1080p 60 fps mode for their games.

Yep. The tech is already there. Next gen the mid gen refresh consoles should run at 60fps, for 4k but thats in another six years.



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 :)

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.



I also wish devs in the console scene would prioritize FPS over resolution but putting 60fps on the box will sell more to the hardcore and not the casuals. Making purty games has the opposite effect so of course that's where the market goes.



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Cerebralbore101 said:
vivster said:
This thread just shows again how console fans have been indoctrinated over decades and now don't even recognize choice as a concept anymore. It's always just do or die but the possibility to choose between two things is already too hard to grasp.

That goes both ways. PC gamers don't have much of a choice in whether to game on Windows or another operating system, since most games require Windows to play. PC games don't offer a choice between digital or physical. 

It would be nice to be able to choose between lower graphics settings, and higher FPS on consoles at least. I think Nioh did this, which was neat. 

The big difference here is that Windows is already such an open platform that you don't need another OS to play games.

It just shows the stark difference between PC and consoles. On PC you have a software platform that is so open, that you can do literally anything with it, yet there are even more software platforms, each just as open. That is ultimate choice.

On console you have just one single platform and that platform is so closed that you cannot do anything with it. It's absically the opposite of choice because you always just have one thing to "choose" from. It's nice that some games now offer you the ability to choose between 2 settings but it's nothing more that a mere tiny branch given to the player. 2 choices in a game is nothing to brag about when other platforms have literal thousands.



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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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vivster said:
Cerebralbore101 said:

That goes both ways. PC gamers don't have much of a choice in whether to game on Windows or another operating system, since most games require Windows to play. PC games don't offer a choice between digital or physical. 

It would be nice to be able to choose between lower graphics settings, and higher FPS on consoles at least. I think Nioh did this, which was neat. 

The big difference here is that Windows is already such an open platform that you don't need another OS to play games.

It just shows the stark difference between PC and consoles. On PC you have a software platform that is so open, that you can do literally anything with it, yet there are even more software platforms, each just as open. That is ultimate choice.

On console you have just one single platform and that platform is so closed that you cannot do anything with it. It's absically the opposite of choice because you always just have one thing to "choose" from. It's nice that some games now offer you the ability to choose between 2 settings but it's nothing more that a mere tiny branch given to the player. 2 choices in a game is nothing to brag about when other platforms have literal thousands.

But Windows is an annoying intrusive operating system. I'd much rather game on Linux or Mac. Most games aren't developed for the other two operating systems though. 

I also don't like it when games force me to use a keyboard and mouse. Some games have such wierd control schemes that they are impossible to play on the steam controller, or they just don't support it. Starbound is one such example. Using the mouse to move your aiming reticule, and move in that game is just way too complicated. I'd much rather play it with D-Pad controls ala Contra or Super Metroid. 



I don't really care about frame-rate as long as it's steady.

John2290 said:
Oh no, MS must have stirred the PC gamers from there basements. Ugh, if you want high framerate get a 120hz monitor and spend the price of three xbox one X's on your little number game while we simply enjoy the games and sit back and laugh at this nonsense.

People who feel the need to generalize and insult other fanbases over something like this need to grow the hell up.  



Captain_Yuri said:
Imaginedvl said:

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. 

I really think se are saying the same thing at the end :)