Higher FPS gives you a higher input update rate, it has nothing to do with the monitor and how the system processes updates.


Higher FPS gives you a higher input update rate, it has nothing to do with the monitor and how the system processes updates.





Only if the game engine is tied to it. Games do not inherintly process data (read game logic) faster at higher framerates.
I'm curious now if anyone has tested the games animation locks between low and high framerates now though. Has anyone actually tested this? Or are you comparing this game to other based on how they work.
Cuz the gcd is still time based, not frame based.
Last edited by Valkyrie_Lenneth; 06-27-2019 at 06:12 AM.


I explained this already, but you decided to resort to ad hominem (hence the retaliation in kind). And since you question my experience, know that I have experience with Unreal and with other proprietary systems. My latest project that I am apart of utilizes frames to synchronize events.Only if the game engine is tied to it. Games do not inherintly process data (read game logic) faster at higher framerates.
I'm curious now if anyone has tested the games animation locks between low and high framerates now though. Has anyone actually tested this? Or are you comparing this game to other based on how they work.
Cuz the gcd is still time based, not frame based.
However that project is not network based (as it doesn't utilize a network for any function). GCD are handled by the server itself, as are all of the skills and abilities. Its only movements (but not position) that would affected by frames.
Perception of those movements are mostly irrelevant. Your brain will fill in the gaps and it is very good about doing that. But if the framerate is lower, you will have a noticeable degradation in precision, and in some extreme cases your character movement will be slower. The latter only happens if the local framerate drops below the server tick rate. In which case the server will interpret the commands coming intermittently unless the game has a means of compensating for that. Most don't.





See, this explains your point much better. Your first post made zero sense in context to the conversation.I explained this already, but you decided to resort to ad hominem (hence the retaliation in kind). And since you question my experience, know that I have experience with Unreal and with other proprietary systems. My latest project that I am apart of utilizes frames to synchronize events.
However that project is not network based (as it doesn't utilize a network for any function). GCD are handled by the server itself, as are all of the skills and abilities. Its only movements (but not position) that would affected by frames.
Perception of those movements are mostly irrelevant. Your brain will fill in the gaps and it is very good about doing that. But if the framerate is lower, you will have a noticeable degradation in precision, and in some extreme cases your character movement will be slower. The latter only happens if the local framerate drops below the server tick rate. In which case the server will interpret the commands coming intermittently unless the game has a means of compensating for that. Most don't.
My point was never that higher framerates are bad. It was that running a higher framerate when your monitor doesn't support it does not give you an advantage in this game.
Last edited by Valkyrie_Lenneth; 06-27-2019 at 07:12 AM.


I'll give the benefit of the doubt and retract any preconceptions. In the future, ask for clarification before attacking someone's experience or dismissing them entirely.See, this explains your point much better. Your first post made zero sense in context to the conversation.
My point was never that higher framerates are bad. It was that running a higher framerate when your monitor supports it does not give you an advantage in this game.
Unfortunately we can't be certain to the extent on how much of a difference bettween 90fps and 144fps will have on an individual's performance. Do to the server side nature of FFXIV, we would need to understand what the server tickrate is. If I were to hazard a guess it would be either 30 or 60. Which understandably makes for a negligible benefit over 90fps. From my personal experience in other games, you get diminishing returns. 20 to 30 is a bigger jump in performance than 60 to 90. But the benefit is still there.
In our case it will be input latency as others pointed out.
That depends on tons of factors. Many engines stick both the rendering code and the game logic on the same thread. Faster FPS, in those cases, is a direct indication that the code is running faster. Code that is designed incorrectly (for example, not using time deltas in calculations for anything cumulative, like movement or basic DoT effects) can completely go bonkers with high frame rates. No, this isn't just a problem with indie games. Look at Bethesda games. *shutters*
The good news is, FFXIV is an MMO and most things are handled on the server. If anything breaks, it's going to be related to either animations, movement, or input latency.
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