JRPGfan said:
as long as its rock solid, with frame timing.... some games (ei. like turn based rpg's) play just fine at 30fps.
It really does depend on the game though. Some games are not at their best, running 30fps (even with decent frame timing/pacing). |
Racing games were always fine to me as well at 30fps, if stable optimized for input lag. DriveClub and Motorstorm on PS3 were great. I didn't really notice the difference between GT5 and those. Honestly I can't tell from memory what each game ran at. I can remember games that suffered from screen tearing. Rather locked 30fps (without triple buffering or judder / uneven frame pacing) than 60fps with screen tearing.
It was an issue when TVs became slower. CRT tvs had no added input lag, direct display, 60hz CRT meant at most 16ms added lag to finish drawing a frame. Then LCD tvs needed to do all kinds of processing increasing the input lag to 120ms. So then it became an issue to reduce game input lag from triple buffered 30 fps games going over 100+ ms input lag. Combined with the tv lag, not a pleasant experience. NFS Shift 2 had the worst input lag I've ever seen, it was undrive-able at speed. Someone measured that at 200ms input lag.
Nowadays all tvs have game mode, reducing their input lag down to 8ms for 120hz panels. Well made 30 fps games are perfectly fine again with game mode enabled. For most games the difference between 50-60ms and 25-30ms input lag makes no difference. Game mode makes the difference!
Visually turning is what makes 30fps stand out. 60fps looks better, 120fps for smooth turning. But you get used to it, plus you don't turn constantly in most games. Twitch shooters sure it makes a difference, yet in most games it just looks a bit nicer. Same in VR, there it's between 60, 90 and 120 fps. 90fps looks nicer than 60fps with reprojection.
GT7 with frame generation to simulate 120fps native looks nicer than 60fps with reprojection. Same input lag, cleaner image. But apparently not that big of a difference as when I played "My first GT" I didn't notice until finishing it that it didn't have the new reprojection mode and was playing in the old 60fps with reprojection. I noticed it because the HUD was stable (new reprojection mode has some bugs where it creates double images of HUD elements in the frame generation) not because the environment was blurry. Yet switching back to GT7 it did look a bit more clear again.
Image / frame pace stability comes first, then higher (stable) fps to make turning the camera look better. Frame generation (with movement vectors) can do that as well, which is where it seems we are headed.