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Forums - Gaming Discussion - What are you willing to sacrifice for 60 FPS or higher?

 

What do you prefer?

Framerate 139 62.05%
 
Resolution 48 21.43%
 
Other 37 16.52%
 
Total:224
SvennoJ said:
caffeinade said:

Foveated Rendering should help VR, and it should be relatively easy to do since you can have a camera right in front of the user's eyes.

Yup, it's what will make VR cheaper to render than full screen in the future. It's the same as multi res rendering, except more extreme and dynamic. However the early headsets are so low res that it doesn't help much, once 4K and 8K headsets become the norm, foveated rendering will cut the workload dramatically.

Instead of a full hi-res screen this startup is trying to do it differently
https://techcrunch.com/2017/06/19/this-startup-wants-to-build-vr-headsets-with-human-eye-resolution/
Move a high res image over the low res image keeping pace with where you look. Sounds complicated to make that work without being noticeable. Less moving parts is usually better.

Foveated rendering can also help making the headsets wireless. The image should compress a lot better for transmission, plus the software can aid the compression to preserve detail where you are looking. Dual 4K at 90hz is a lot of bandwidth, especially through wifi.

Have you seen the StarVR headset?
Mmm.



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It really depends on the type of game. With some genres 60fps is a lot more important than with others. I really couldn't care less if a game like Dragon Quest XI runs at 30 or 60fps, as the gameplay doesn't require that in any way, and I'd rather have titles like that have high audiovisual quality instead. In racing and fighting games it'ss quite different, as 60fps makes them much smoother to play and control.



BraLoD said:
Absolutely nothing.
60fps don't make games more enjoyable, as well, just like 30fps, it's a random lock number.
Games should be built with what they want to focus in mind and follow it, that's about it, sacrificing anything to hit that illusory enjoyment wall is nonsense, as is for resolution.
Games should be build to deliver what they are meant to deliver as a game, sacrificing something to hit numbers on a paper is the mentallity that should be sacrificed.

It's not like developers or most consumers have a choice in that matter. Thanks to asshole platform holders developers have to make a choice. And thanks to asshole developers most consumers don't even get to choose themselves. And thanks to asshole consumers this won't change anytime soon.



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.

caffeinade said:
AngryLittleAlchemist said:
I'd be willing to use an emulator to achieve 60fps

God, I make such great sacrifices just for my beloved framerate

Someday I will be able to play BotW at 60FPS.

Arnt people already doing that? and its basically bug free by now too.

It takes a pretty darn good CPU though, you need like a i7-7600k OCed to 4.8ghz-5.0ghz.

I think once you can buy the new gen Intel chips (like the i3-8350k, thats 4c/4t, and allows overclocking, you could probably do it cheap)

 

https://www.youtube.com/watch?v=1lYhm2_rqxk



JRPGfan said:
caffeinade said:

Someday I will be able to play BotW at 60FPS.

Arnt people already doing that? and its basically bug free by now too.

It takes a pretty darn good CPU though, you need like a i7-7600k OCed to 4.8ghz-5.0ghz.

I think once you can buy the new gen Intel chips (like the i3-8350k, thats 4c/4t, and allows overclocking, you could probably do it cheap)

 

https://www.youtube.com/watch?v=1lYhm2_rqxk

Last I checked it was not perfect (or atleast not good enough), though that could be fixed now.
I will have to give it another look.




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caffeinade said:
JRPGfan said:

Arnt people already doing that? and its basically bug free by now too.

It takes a pretty darn good CPU though, you need like a i7-7600k OCed to 4.8ghz-5.0ghz.

I think once you can buy the new gen Intel chips (like the i3-8350k, thats 4c/4t, and allows overclocking, you could probably do it cheap)

 

https://www.youtube.com/watch?v=1lYhm2_rqxk

Last I checked it was not perfect (or atleast not good enough), though that could be fixed now.
I will have to give it another look.


If you want to play it like 1440p and just 30fps, it doesnt take much. Any modern cpu ~3ghz (4cores) can do that now.

And still looks much better than WiiU/Switch version.



JRPGfan said:
caffeinade said:

Last I checked it was not perfect (or atleast not good enough), though that could be fixed now.
I will have to give it another look.


If you want to play it like 1440p and just 30fps, it doesnt take much. Any modern cpu ~3ghz (4cores) can do that now.

And still looks much better than WiiU/Switch version.

I do like being able to play it without using one of my monitors though.
Hopefully that Rainway app comes out soon.

Oh, and PC specs are not really an issue.



I'd sacrifice 4K any day - just give me 1080p @ a rock solid 60FPS.
I'm currently playing Fifa 18, Thumper and Mario Kart 8 on Switch and they all run at 1080/60.

All this talk that the Switch isn't a home console. Mine hardly ever leaves the dock.....



SvennoJ said:
Since I've switched to mostly playing in VR, yes absolutely framerate > resolution. Actually 120fps > 60fps, it makes a visible difference in VR. Polybius and Trackmania Turbo are so silky smooth at 120fps, while fences and close detail still seem to strobe by at 60fps in DC and Dirt Rally.

There's not much you can sacrifice in VR. Any 2D elements stick out like a sore thumb. Black bars are out of the question and you're stuck with 110 degree fov putting a lot of extra geometry in view. Multi res rendering helps, since the edges are already lower res due to the way the optics work (higher pixel density in center). RE7 uses dynamic res, it drops down quite a bit when you sprint. It also uses lower res at the edges on the base ps4.


On a 2D screen 30fps never bothered me. DC before VR played perfectly fine at 30fps. Of course, since the VR version I haven't gone back to racing on a screen. The downgrade back to screen is so severe, I doubt 30 or 60 fps will make the slightest difference...

There you have it.

30/60 on a standard display is not all that vital. Stability on the other hand is an absolute must. I will take a locked 30 fps game every day over a game jumping between the two. If a dev had to choose right now, I would prefer a 4K/30 over 2K/60.

As above, in VR it is a different story. 120fps needs to be the minimum. The gap between 60 and 120 is very noticable, and has been the difference between motion sickness or no motion sickness for some of the people that have tested. IMO 120fps needs and a wider field of view are the two most important things going forward in VR. 



Stop hate, let others live the life they were given. Everyone has their problems, and no one should have to feel ashamed for the way they were born. Be proud of who you are, encourage others to be proud of themselves. Learn, research, absorb everything around you. Nothing is meaningless, a purpose is placed on everything no matter how you perceive it. Discover how to love, and share that love with everything that you encounter. Help make existence a beautiful thing.

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10/03/2010 

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BraLoD said:
Absolutely nothing.
60fps don't make games more enjoyable (1), as well, just like 30fps, it's a random lock number (2).
Games should be built with what they want to focus in mind and follow it, that's about it, sacrificing anything to hit that illusory enjoyment wall is nonsense, as is for resolution.
Games should be build to deliver what they are meant to deliver as a game, sacrificing something to hit numbers on a paper is the mentallity that should be sacrificed.

(1) Yes, it does. Playing a game like Burnout, F-zero, Any classic arena FPS on 30fps is a completely different experience. Even take classic games like Mario 64 and Tekken 3, PAL version (30fps) vs JAP version (60fps) is a completely different experience.

(2) No, it isn't. The 30fps "lock" is not arbitrary, the number is specifically meant to be synchronized with a standard TV image refersh rate (60hz) without altering the pace of the game or skipping frames.

I can agree games shound be build to deliver what is originally envisioned by the developer, but the framerate target should be a part of that vision.