Am I the only one that gets massive vertigo while watching 60fps webums?
It feels way too fast, it makes me feel sick.
Alot of people get motion sickness when watching 60 fps videos like in OP. It is different when you are playing and are in control of your motions. It is sort of loike how people dont get carsick when they are driving but when they are in the passenger seat they feel terrible.
I do feel something different between watching gameplay at 60FPS or higher, and playing games at 60FPS or higher.
it's not vertigo, I don't feel any sort of discomfort or dizzyness. the gameplay just feels different. when watching and playing.
yeah, so thats why I wanted to ask OP, some people get vertigo easily and it limits what games they can play.
Yeah, it sucks some people can't play F-Zero, I used to get carsick a lot as a kid but it never effected games for me
>F-Zero would be Jeremy's favorite racing game if he knew about it
Make it happen, /v/.
>You still get from point A to point B in the same amount of time.
Not true, some games like Dark Souls 2 have important features; like character animations; locked to the game's FPS. That means upping the FPS above the intended (25-30fps) can make the game feel floaty and buggy as fuck. That's why so many multiplats suck on PC.
not him, but I animate. animations are designed to go with a certain FPS, so unless its designed to be at 60fps and then toned down after completion, increasing the frames can cause problems with how things look. Haven't tried that game on 60, just saying this can cause problems.
it's one of those drone-camera jobs nature programs use
When will I be able to buy a nice 144hz monitor with GSYNC and low input lag?
People did some mod for DaS that turned it into 60 FPS on PC. The animations were still 30 FPS, making them a little choppier than the rest of the game. As far as I know, it ran just fine.
DaS was ok at 60 FPS but DaS2 had major problems:
Weapons degrading twice as fast, dealing more or less damage, hit-sync being thrown off and other fancy shit. You can find various examples on Youtube:
From what I saw it wasn't a problem. Beats constant 30 bullshit at least.
That one is entirely up the the devs' incompetence. If they weren't retards in addition to lying pieces of shit, it wouldn't have been a problem. Same thing with >>257282713; it's entirely a problem with dumbfuck developers.
No, unfortunately they can't just double it. I don't know if i'll be explaining this well but I'll try; Things are animated to hit certain points at certain frames, and when they are designed they get to certain "key-frames." When you increase the number of frames, there is more between the keyframes so there is movement that wasn't there before on its way to the key frame.
They could just do it with 60fps in mind, but it will take longer to get things to look nice (not a ton longer, but still there is more touching up thats going to have to happen), so from a development standpoint it's not at all worth it, since speed is valued in this area
It fluidity in animation matters to me more than a lot of other people, so if shit like that doesn't bother you then I can see it being better. I don't think I'd do it. I get frustrated playing the new Stryker game, because there's a frame skip when he starts falling after a jump. Then, again that almost bothers me more because nobody picked caught that.
Not the animator guy you respond to but it's not quite as easy.
First of all framerate is not just 30 or 60, it's any number from 0 to X and changes from one moment to another. This means you'd need to re-calculate animation cycles to match by dropping animation frames or doubling them every frame from scratch. This in itself would drain performance like mad, especially for fancy techniques like procedural animation. Therefore animation frame count is often simply hard-locked and designed to fit a reasonably achievable FPS number with limited scaling to boot.
Then there's the issue of syncronizing animation to effect - the game is like a clockwork with tons of shit working together and this means that changed FPS can also have an effect on other parts besides animation. Quake 3 is an old famous example where having very high FPS allowed people to move faster and thus jump further - an oversight obviously long fixed.
In general you'd expect a game to be designed this all this in mind but this takes experience and know-how. Small studios often lack the ressources or talent to take it into account and opt for the easiest way to piece the game together.
For games where consoles are the lead platform you often get animation and FPS related issues in the PC port - the underlying design was simply only made with static console hardware/performance in mind and the port to PC is not a proper redesign, just a dirty code hack to run the thing on PCs at all.
Why cant they just double everything involving frames. For example if a move has 5 invincibility frames at 30fps and a move has 10 frames which it can hit the opponent at 30fps, just make them 10 and 20 at 60fps.
>Quake 3 is an old famous example where having very high FPS allowed people to move faster and thus jump further - an oversight obviously long fixed.
Apparently you can turn faster as demoknight in TF2 as your frame rate increases. Not sure if they fixed that.
They aren't really lying, it just would have taken a lot more time to increase it, since they didn't design it beyond 30.
In any case, with this stuff its easier to cut from 60 to 30, but its just business to make something that more people can access. Unfortunately I don't see that changing anytime soon. All these new games coming out are going for 30fps because they can make it look nice for advertising. I think this generation has had the least improvements visually of any generation.