How do console games achieve a steady framerate?

Guden Oden said:
Blending the previous frame buffer into the current does not blur anything.

Well, something is making things look "blurry." I say if something looks blurry that would otherwise not, it has indeed been "blurred." GTA: VC on the PS2 used blur to try and hide the awful framerate. I'm not sure if it looked better with it on or off.
 
If they demand something rock solid steady without dropping even in extreme cases, it's not uncommon to make sure that the average case is well under the required time per frame (whether thats 60 fps or 30 fps or what)... meaning that the worst case is probably pretty near that limit. On the average frame, they just sit and wait to fill up the extra time.
 
Tearing

Guden Oden said:
Well, if it is, then it's pretty much the only one, as it's not a common technique. It's also not effective, as it's technically NOT blur at all, not by any standards whatsoever. Blending the previous frame buffer into the current does not blur anything. It also does not help to hide framerate hitches and may in fact help to create more of them.

Maybe this frame-blend can help to hide tearing appearance for < 30 fps.
 
the capability to have 60fps in nearly every game, at nearly all times, exists. it was widely done in the arcades in the 1990s. dozens upon dozens upon dozens of 3D arcade games ran at 60fps in the 90s.

it's a matter of developer talent, and
developer's will (to not go overboard on things that kill framerate)

console hardware is good enough now. I really believe it comes down to willpower and a certain amount of skill.
 
Guden Oden said:
Well, if it is, then it's pretty much the only one, as it's not a common technique. It's also not effective, as it's technically NOT blur at all, not by any standards whatsoever. Blending the previous frame buffer into the current does not blur anything. It also does not help to hide framerate hitches and may in fact help to create more of them.
That's not what they're doing.
Both PGR3 and SotC are stretching the screen in the opposite direction the camera moves, by using full screen geometry and bilinear, just like heat haze is made. Also Argos legs and the sword has this technique applied.
It's actually a pretty good approximation to real MB.
 
Very simple… they do not have the accountant of FPS of the Fraps :D . Tomb Raider Leyend seems to go sometimes to 10 fps in 360

. GRAW 360 also seems to go below 15 fps in some occasions. Prey demo seems to go sometimes below 25 fps. These games have framerate worse than in one videocard of high range - although GRAW PC is not port ;) .

I Would like to be able to use the Fraps in the 360 and PS3 :rolleyes:
 
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