Insomniac says no to 60 frames per second

To expand on Shifty's excellent point of commercial realities, while on principle I agree with your suggestion, Phil I fear CoD6's reviews are spoilt goods towit: even if the game ran at 30 fps, the amount of hype this game is pushing (both ways) means you'd be hard pressed to find reviews dinging the game's framerate.

Coming back to Insomniac, I don't know the exact objective of the study they've conducted but if they were trying to find the silver bullet that will make their games sell a lot more I don't think trading the extra 30fps for extra eye candy will make the difference they're (supposedly) expecting.
 
60 fps for CoD games makes sense. The guns are so powerful that the MP gameplay cannot tolerate any sluggishness in control or visual updates without becoming frustratingly broken. IW made the correct choice IMO.

Hopefully, Insomniac are making the right choice too.
 
LioLIo.
you missed the whole point, and stacking "buzz word" features is not a metric on how good an engine is.
UE3 compromises a lot for comfort .It's main selling point is the editor and fast prototyping capacities.The bottom part of the iceberg isn't really so funky.

Anyway , my point was just :
where most internet forum people (non-professionals) associate technicality to good looking titles, most of the time it's much more artistical talent.

The balance between the 2 is very wrongly established.That's an ignored fact.
 
It may not be that simple. In no way to slight Insomniac, but given the same game design parameters could they make a game that visually matches/surpasses MW2 at a stable 60Hz?

IW talked a bit about MW1 when it came out, about how they actually dropped poly counts and shifted decidely toward simple normal maps (and weren't aggressively persueing some of the newer techniques as the core emphasis of the engine). While IW used a number of post processing effects and filters, the game (as you noted in another thread) really pushed more well understood techniques with strong developer pipelines. Where MW really excels is they had strong art direction and cohesion and were able to put and end product on screen that was more than the sum of its parts. It isn't just, "Oh, look, the underside of the jeep has AO!"

I think MW is a more subtle example; I think Team Fortress 2 is the best example this generation. The renderer is dog old in most ways. Geometry is simple, characters aren't very high in regards to poly or texture detail, particles are simple, shaders aren't very complex, etc. TF2 ran a LOT better on my old PC GPU than MW1. Yet TF2 routinely is praised for the visuals. The simple reason why is the game has a great and distinctive look that matches the gameplay perfectly. Valve's documentaries on the art process and how it motivated technological decisions is absolutely fascinating.

I am not sure many companies have matured to that level--and even fewer who have matured to that level across projects on a consistent basis. This is why I think some companies fizzle graphically: They hit a sweet spot where the art matched with their technology and in many ways these companies are more technologically oriented. But that is a tough edged sword to walk.

If your art designs draw more heavily on technology (as realistic based games tend to) to emphasize and distinguish the product I think your window is smaller.

If you gave the MW engine to most developers with the same budgets and criteria I don't think most game settings and developer art direction would match what IW pulled off with MW1. It isn't a technology issue, but a design one. I think this is where UC2 is really, really amazing. Seeing how they push their technology and were able to conceive contexts that push right up to those boundaries is amazing. When you have art folks working that cohesively with your tech people like that it is :oops:

So the 30Hz issue, I think, is a way to be competitive where they think their design process takes them. MW2 @ 60Hz proves that 30Hz isn't the end-all-be-all for awesome graphics.

But how many companies have what it takes to pull off great graphics at 60Hz? The compromises most make--and the inability to artistically adjust--really make this hard.

And this isn't a criticism toward Insomniac, only an observation that even at 30Hz a lot of games make concessions that are bad for their design. e.g. Halo 3 (a game I like) I think made a huge mistake having HUGE open areas and HUGE forerunner objects with flat sides and clean edges and not using texture filtering. It really was a bad compromise IMO.

For whatever reason it seems some companies (luckily?) seem to make better compromises. It is hard with huge teams, for sure. The guys who plot the technology and art for a project really are visionaries if you ask me. The window between having AF, and not, is small percentage of overall performance, and missing the boat is pretty small. Making the wrong bet in big things can be disasterous--was IW crazy for focusing on normal maps over newer techniques and aiming for 60Hz? Sounds like a recipe for an antiquated engine. But somehow they overcame the 60Hz and "inferior tech" and put up a compelling visual package. Pretty gutsy call!

Bungie did make the right choice in terms of their HDR lighting though, great outdoor environments.

Insomniac made some wrong choices in terms of their compromises, they sacrificed lighting, they sacrificed shadowing/self-shadowing, and they sacrificed reflections, all of those were more expensive to render but they probably didn't realize how important all three of them were in terms of the visual impact, not sure what they gained in exchange, maybe a smoother image quality, but the overall visuals just wasn't on par with the best on the PS3, sometimes developers don't always make the right bet. The other problem was that for a game like Resistance 2, their artists weren't suited to make urban gritty environments, they were more suited to making art for cartoony fantasy environments and it showed.
 
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Just read the DF MW2 comparison...who cares for 60 fps, if 60 fps is basically only achieved when behind cover ;)

The same goes for R&C....I would really love to see, how a constant 60 fps MW2 and R&C on consoles looks like.
I suppose that this versions would end the discussion here, if the tradeoffs to achieve constant 60 fps over constant 30 fps are justified or not!
 
60 FPS is very good for FPS, it feels more smooth (of course) and more like real life, and yes, your eyes will notice, and you'll have a bit better experience for it in my opinion and experience. If you're trying to create a cinematic feel, like a movie (such as Uncharted) then I would prefer 30 FPS simply because the framerate matches closely to live action film, making it feel as such. It's this reason that I don't really care for the various 120 Hz interpolation modes in these new LCD TVs unless it's for something other than movies, not to mention, it's inconsistent. When watching a movie, I don't want to be paying too much attention to the instability of the Smooth-motion (Samsung's term?) interpolation mode, I should be paying attention to the movie itself.
 
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