ok, by that standard you wouldnt mind ditching your ps4 in favor of a ps1, right?...right? whats acceptable or not is subjective to each user....
I get that people like you are upset. But this whole whining about casuals thing is getting very annoying. Seriously? "casual hardware"?Why? Just why? Why was even a single second of dev time wasted on this? Why do you care if a player plays at a higher frame rate? We don't have any frame perfect techniques so this literally does not matter.
Is this xpac trying to do more than cater to casual audiences but cater to casual hardware too?
A hard cap at 90Hz is extremely unacceptable. It's 2019.
In fact I believe anyone in the game industry who thinks it's even remotely acceptable should be immediately fired and publicly shamed.
Last edited by MPK; 06-27-2019 at 05:36 AM.
Let's have a thought exercise. You bought a PS4 Pro so that you can play a game with higher frame rate (yes some games give you that option instead of 4k). Are you telling me you wouldn't be upset about a feature being removed from a game that you paid extra to be able to use?
High refresh rate monitors tend to cost more. Never mind the actual computer itself.
Last edited by WaterShield; 06-27-2019 at 05:40 AM.
Higher FPS gives you a higher input update rate, it has nothing to do with the monitor and how the system processes updates.
Apples to oranges. The more apt comparison would be downgrading from PS4 Pro to PS4. Which, while inconvenient, isn't game breaking in the slightest.
As to the other replies, well, it's jarring to "downgrade" to 90 FPS (I can't help but laugh as I write that), but really, it's, well, hard to put into words. You're all really not all that hard done by. I do hope this gets reverted for everyone affected, but let's stop treating this like the world is ending.
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.
It's only a change to the "none" option. The 1:1 1:2 and 1:4 are the same rates based on your monitor
some computers nowadays will burn themselves to death trying to do 1000fps if you don't tell it what your refresh rate is. The most likely reason i can think of they'd set the "Iunno..." frame rate option to have a hard cap. 90 also happens to be where the vast majority can no longer tell a difference when they do tests so it seems like a good spot to put the cap for people that have no idea what refresh rates even are
Translation "I don't value this, so it's preposterous that people should be upset."Apples to oranges. The more apt comparison would be downgrading from PS4 Pro to PS4. Which, while inconvenient, isn't game breaking in the slightest.
As to the other replies, well, it's jarring to "downgrade" to 90 FPS (I can't help but laugh as I write that), but really, it's, well, hard to put into words. You're all really not all that hard done by. I do hope this gets reverted for everyone affected, but let's stop treating this like the world is ending.
I will be incensed if it is a 90 FPS hard cap for everyone.
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.
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