Frame Rate Analysis Thread (Simple Rules Post #2)

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I think "cripple" and "decimate" are a bit strong for 30fps - it's still perfectly playable and more than enough for the Lego games (and pretty much any other game apart from racing games/beat 'em ups IMO).

On the contrary, I think LEGO Indiana Jones is a perfect example of just how much better 60fps looks, and the v-sync mode looks and feels like a substantial step down, even factoring in the often awful screen tear.
 
Doesn't matter, I say rudely. Unless you're telling me these latest consoles have less than 4x the rendering power... If the shaders are slowing things down, reign them back a bit. 60 fps looks so damned good, it *is* a valid choice for simpler looking games and developers shouldn't shy away from it. I'd take last-gen's LEGO look at HD res and AA with 60 fps over a more fancily shaded LEGO at 30 fps. And heck, as this thread highlights, devs aren't even managing 30 fps! Framerate and stability seems to be far too low on many developers' priority lists.
 
I think a reduction of 50% counts as 'decimated'.
Technically yes, but 60 FPS adds a sense of quality without equal, and which is sadly lacking since the Olden Days. LEGO looked incredibly polished when it first appeared in good part because they sustained a smooth 60 fps. I don't know what the current-gen engines are like, and if there was tearing I can see why they offer the choice. But there shouldn't be tearing! If they aimed for and achieved 60 fps problem free on PS2, they could do the same on PS360. To go from smooth 60 fps to 30 fps is a painful backwards step for the engine.

On the contrary, I think LEGO Indiana Jones is a perfect example of just how much better 60fps looks, and the v-sync mode looks and feels like a substantial step down, even factoring in the often awful screen tear.

I completely agree with you both regarding 60fps and the feel it gives to a game, but there are points in GTA4 where I would have sold a limb for 30fps :D

Decimated, crippled, substantial step down, painful backwards step - you're being a bit melodramatic for a game locked at 30fps, don't you think?! :LOL:
 
Doesn't matter, I say rudely. Unless you're telling me these latest consoles have less than 4x the rendering power... If the shaders are slowing things down, reign them back a bit. 60 fps looks so damned good, it *is* a valid choice for simpler looking games and developers shouldn't shy away from it. I'd take last-gen's LEGO look at HD res and AA with 60 fps over a more fancily shaded LEGO at 30 fps. And heck, as this thread highlights, devs aren't even managing 30 fps! Framerate and stability seems to be far too low on many developers' priority lists.

Games are sold (first in a pitch to a publisher, then much later to gamers) mostly through screenshots. A 60 Hz policy that would actively damage screenshots instead of improving them will hurt you. I would DRE-estimate that only 10% of gamers and 30-40% of publisher executives even know what 60 Hz is.
 
Sorry, but a consistent framerate is more important to me than a high one. I'll take 30fps locked and steady over a jittery mess that can only hover in the neighborhood of 60.
 
Games are sold (first in a pitch to a publisher, then much later to gamers) mostly through screenshots. A 60 Hz policy that would actively damage screenshots instead of improving them will hurt you. I would DRE-estimate that only 10% of gamers and 30-40% of publisher executives even know what 60 Hz is.

But with regards to LEGO _______, what exactly is taxing upon current gen systems that they cannot maintain 60fps? Especially considering they could achieve 60fps on last gen systems.

From 640x480 to 1280x720, the games only require 3x pixel fillrate, memory bandwidth, and pixel shading power. RSX and Xenos have ample resources to fulfill said requirements and then some. Even with AA, both systems should be more than capable to handle such workloads.

I contend that there are many games that accomplish much more from a technical standpoint than any of the LEGO games, and that the efforts of the developers are not focused upon extracting the best performance.
 
AlStrong said:
I contend that there are many games that accomplish much more from a technical standpoint than any of the LEGO games, and that the efforts of the developers are not focused upon extracting the best performance.
Extracting the ultimate performance is rarely an option in most production environments, and it's not like that gives any fps guarantees either. Ultimately it's down to whether you consider high fps enough of a priority or not.
 
Sorry, but a consistent framerate is more important to me than a high one. I'll take 30fps locked and steady over a jittery mess that can only hover in the neighborhood of 60.

Rent or buy LEGO Indiana Jones (it is a lovely little game) and you may well rethink that.
 
What about the third option of a locked 60 fps?

Well clearly that would be the best of both worlds, but just as clearly it seems not to be an option in this case.

I have no idea why, I'd say the Lego games should be managing 60fps easy, possibly even at 1080p. If Lego is anywhere near getting the best out of these systems, GT5 Prologue should only be managing something ridiculous like 480p at 20fps :oops:

Unfortunately, that's all they can squeeze out of the Lego engine right now. Is it ideal? No. Do we have any other option apart from not buying their games? Unfortunately not.

Rent or buy LEGO Indiana Jones (it is a lovely little game) and you may well rethink that.

The game provides the vsync option because some people prefer locked framerates and no tearing, while others prefer higher but fluctuating framerates and tearing. Clearly Jedi2016 is in the former category, I don't think he needs to rethink his preferences if the game provides for them ;)
 
The point is that this is the first 'real in the flesh' example of 60fps with screen tear and 30fps with none in the same game on console, and if you've not seen it, you'd be surprised at how it could change your mind. It certainly did for me.
 
TimeShift also has a v-sync mode (on 360, it's always off on PS3) but you're not seeing a 30/60fps difference there which is kind of the point of this discussion.
 
Well clearly that would be the best of both worlds, but just as clearly it seems not to be an option in this case.

I have no idea why, I'd say the Lego games should be managing 60fps easy, possibly even at 1080p. If Lego is anywhere near getting the best out of these systems, GT5 Prologue should only be managing something ridiculous like 480p at 20fps :oops:
My HP slimline with a 256mb 8600gt averages 60fps at 1680x1050, drops a little in the cutscenes with the field of focus effect but other than that perfectly smooth. So yeah, it's very surprising they couldn't get a consistent 60fps, not that demanding.

Why is triple buffering not a possibility here though? Takes up too much memory? I force it in basically all of my PC games. Seems like it would be a decent compromise.
 
hey ... also saint's row have the vsync choice .. 30 fps with tearing withouth vsynch .. 25 locked with :eek:

You cannot have 25fps with v-sync on and Saints Row would be lucky to pull 20fps with v-sync off most of the time, one of the worst frame rates this gen.
 
Well clearly that would be the best of both worlds, but just as clearly it seems not to be an option in this case.

Unfortunately, that's all they can squeeze out of the Lego engine right now. Is it ideal? No. Do we have any other option apart from not buying their games? Unfortunately not.
That's not exactly true. Real 60 fps is an option. The question is what would need to be scaled back to achieve it? What's the bottleneck that tips the 60 fps into frame-tear, and how much is that contributing to the final look such that its presence in that form warrants choosing its inclusion over chosing the 60 fps sustained framerate?

Anyone know what was LEGO SW next-gen like?
 
That's not exactly true. Real 60 fps is an option. The question is what would need to be scaled back to achieve it? What's the bottleneck that tips the 60 fps into frame-tear, and how much is that contributing to the final look such that its presence in that form warrants choosing its inclusion over chosing the 60 fps sustained framerate?

I meant, a selectable option in the game as it stands. Clearly they could have optimised something or scaled back something else to get the framerate to lock at 60fps in the first place, but I don't think that helps Jedi2016 too much when he goes into the options menu :D

I'd suggest maybe that being heavily crossplatform has led to the engine reaching a "jack of all trades" situation, with little or no platform-specific optimisations?
 
So they didn't manage smooth 60 fps one the next-gen consoles and didn't improve it for the next game? Do we have any comparison grabs from PS2 and XB360 (assuming XB360 is the smoother game)? All i can find seem to be PS2 screenies, or certainly not native current-gen grabs.
 
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