Pozer said:
This is way off topic, but Jack Burton says what the hell. First off I'd rather a game have high res textures and look good running at a locked 30fps than a game have low res textures and look bland (ala Katarmi Damacy) and be running at 60fps.
Where should developers draw the line? Framerate and visuals will always be competing for resources - if
better visuals is all that's important to you, why not ultimately go for 15fps? Or even less? Why not go back to pre-rendered backgrounds? Ever played Myst? In your opinion, maybe 30Hz is enough, but the matter of fact is, 60Hz is where a point of fluent movement of dimishing returns is reached. If that's the point in which games have reached the same sense of speed and life-like representation of movement, why not strive to aim for that framerate?
The fact is, framerate differences are noticable and the 60Hz framerate will always be the benchmark. It makes sense to adopt this framerate is games of certain genres which especially require a lot of visual feedback (precision) and fluent movement. As already noted multiple times througout this thread by me and others, racers and first-person-shooters are one of them. Personally, any game regardless if 1st or 3rd persion view should go for the 60Hz framerate. The only exceptions I can think of are RPGs (especially turned-based ones, a la final fantasy) and strategy games. I'm sure there are more, but that's all I can think of. In all other genres, 60 Hz is very nice feature: no motion sickness, fluent animation, fluent movement of camera and characters, more [visual] feedback and immersion (it feels more 'real').
As visuals and resolutions will improve significantly with next generation, fluent animation and movement will be even more important. Given that next generation hardware is capable of much better visuals, I would think it's about time developers strive for that 60Hz in games. Low res textures etc shouldn't be an issue, especially not if you're used to current gen visuals. Again I ask - why draw the line at 30Hz if 60Hz is the point of dimishing returns and offers so much more immersion [at least in games of genres that require it]?
Pozer said:
Secondly nobody knows what fps most console games run at except for the few rare exceptions where devs have stated them (ie. pgr2, gt4, etc.) and I doubt you have a ps2, xbox, and dreamcast development kits to throw into debug mode.
Seriously, if you think development kits are necessary to notice the different between 30 and 60Hz, with all due respect, I don't think you're one to quite understand what this is all about. In other words, I envy you - but I can tell you that to me at least, in games of those certain genres, it is quite noticable which do and which don't. You might also want to read up on that 60Hz and the point in which it reaches the point of dimishing returns (a point in which the framerate is so fluent that it's as good as it gets). And simply because YOU don't care - doesn't mean there aren't others that do. In fact, I'd argue that most people do notice the difference but the uninformed might not put it down to framerate. It's a bit like music and movies - why go for the better formats, better quality if the majority aren't quality obsessed? The answer therein lies that as technology progresses, expecations rise. Framerate is one of them - and given it's a small price to pay [given the significant boost next gen hardware will deliver regardless of framerate], it's one that shouldn't be ignored.
BTW; Of course I am assuming that the targed for any game is a constant framerate, not one that is dictated by slowdowns. The point is, constant 60Hz will always be superior to constant 30Hz.