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It's a tricky question to answer, but ultimately, I feel it is inevitable that the proliferation of 60fps support will slack off significantly - not least because so many titles are looking to tap into the full array of features offered by Epic's Unreal Engine 5, which sets the stage for a new 3D rendering paradigm.


Why we've seen a proliferation of 60fps and 120fps game modes over the last couple of years is largely down to a cross-generation console development period of unprecedented length. A combination of a vast installed base of last-gen machines, along with their architectural similarities to the new wave of machines has given developers and publishers the means to create games for console old and new in tandem, as opposed to farming out sub-par ports for older machines - as has happened in prior console transitional periods. The need to support platforms with CPUs as weak as the AMD Jaguar means that the processing power is instantly there to at least double performance on the latest console hardware. The graphics side of the equation is more scalable still.
 
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For multiple platforms yes since they don't have time to optimize everything.

Insomniac was able to get Rift Apart and Spiderman (open world game) to run 60 fps and ray tracing so it is doable. These were also launch year games for the PS5.
 
For multiple platforms yes since they don't have time to optimize everything.

Insomniac was able to get Rift Apart and Spiderman (open world game) to run 60 fps and ray tracing so it is doable. These were also launch year games for the PS5.
You didn’t read the article. Games like Rift, Spider-Man, Halo, Gears etc can do 60 with some features. But as tools grow and more and more focus will be on newer features and a focus on graphical improvements, they will reduce performance.

But Rift, Spider-Man, Halo and Gears etc all had to compromise in other areas to achieve those performance numbers and RT.

We barely can have NATIVE 4K with a locked 60fps on next gen games without compromising. First and third party.
 
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For multiple platforms yes since they don't have time to optimize everything.

Insomniac was able to get Rift Apart and Spiderman (open world game) to run 60 fps and ray tracing so it is doable. These were also launch year games for the PS5.
It isn't about what is doable. It is about finite resources and the push into next gen engines and tapping into what they offer.

If we take R&C Rift Apart, it is fine looking game, but only has RT reflections I believe and already cuts back the resolution to 1080P to1440P and lowers visual fidelity elsewhere too, like the fur, and environmental denseness, etc. How much more could these things be lowered to add full on RT lighting? None is likely the answer. So, to get there, other things have to give, that thing is fps.

60fps games will still come, but they will be fewer and 30fps games will increase.
 
Just to add: This is also what I was talking about when the whole "XSS is holding current gen back" stuff came up. Engines built for this gen are highly scaleable. They throw out the old idea of make assets for the lowest denominator and replace it with the idea of making top tier quality assets (4K, 8K, or higher) and let the engine scale them down to fit hardware limitations.
 
As long as there's a performance option, I'm fine with it. Give players choice of framerate or visuals. Otherwise though, 30fps is completely unacceptable on modern hardware. I don't think I could play a 30fps game ever again. Honestly, 60 feels slow a lot now (granted most SP games are fine at 60).

30 fps is a slide show, not a video game.
 
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As long as there's a performance option, I'm fine with it. Give players choice of framerate or visuals. Otherwise though, 30fps is completely unacceptable on modern hardware. I don't think I could play a 30fps game ever again. Honestly, 60 feels slow a lot now (granted most SP games are fine at 60).

30 fps is a slide show, not a video game.
On the bright side, you'll save a lot of money.
 
It isn't about what is doable. It is about finite resources and the push into next gen engines and tapping into what they offer.

If we take R&C Rift Apart, it is fine looking game, but only has RT reflections I believe and already cuts back the resolution to 1080P to1440P and lowers visual fidelity elsewhere too, like the fur, and environmental denseness, etc. How much more could these things be lowered to add full on RT lighting? None is likely the answer. So, to get there, other things have to give, that thing is fps.

60fps games will still come, but they will be fewer and 30fps games will increase.

Of course. These consoles are weak now compared to what's out on the market so they will need to do compromises either way. Native 4k can only be done if 30 fps. Like I've been saying all along expect dynamic 1440p/60fps and dynamic 4K /30 fps when visual fidelity goes up.
 
You didn’t read the article. Games like Rift, Spider-Man, Halo, Gears etc can do 60 with some features. But as tools grow and more and more focus will be on newer features and a focus on graphical improvements, they will reduce performance.

But Rift, Spider-Man, Halo and Gears etc all had to compromise in other areas to achieve those performance numbers and RT.

We barely can have NATIVE 4K with a locked 60fps on next gen games without compromising. First and third party.

So what I was saying all along... Native 4k is a waste. Better to do dynamic 4k/30fps and dynamic 1440p/60 fps with FSR to boost performance. Noone is going to notice the difference much unless you pixel count and zoom 400%.
 
Of course. These consoles are weak now compared to what's out on the market so they will need to do compromises either way. Native 4k can only be done if 30 fps. Like I've been saying all along expect dynamic 1440p/60fps and dynamic 4K /30 fps when visual fidelity goes up.
No. The whole point is the resources aren't there for 60FPS.

Like that Matrix Awakens demo that was already as low as 1400 to 1600P at 30fps on PS5 and XSX.
 
For multiple platforms yes since they don't have time to optimize everything.

Insomniac was able to get Rift Apart and Spiderman (open world game) to run 60 fps and ray tracing so it is doable. These were also launch year games for the PS5. And of course FH5, Halo Infinite, Sea of Thieves, Gears 5 and more.


Fixed you ps fanboy you

*and yes, they're last gen versions too (and as opposed to PS, you don't have to pay for the upgrades), but so is Spiderman
 
No. The whole point is the resources aren't there for 60FPS.

Like that Matrix Awakens demo that was already as low as 1400 to 1600P at 30fps on PS5 and XSX.

1080p 1440p will be the new res for 60 fps.

Matrix was dynamic 4k

The Matrix Awakens PS5 vs. Xbox Series X Comparison Watch on According to a report from our friend ElAnalistaDeBits, this demo runs at 30 FPS with a dynamic 4K resolution on the PS5 and Xbox Series X. This drops down to 1080p on the Xbox Series S.
 
1080p 1440p will be the new res for 60 fps.

Matrix was dynamic 4k

The Matrix Awakens PS5 vs. Xbox Series X Comparison Watch on According to a report from our friend ElAnalistaDeBits, this demo runs at 30 FPS with a dynamic 4K resolution on the PS5 and Xbox Series X. This drops down to 1080p on the Xbox Series S.
Yes, but the key word here is dynamic. If you want to keep 60 FPS it's probably going to drop well below 1080p in some areas.
 
This should be well known. Graphically amazing software on these limited consoles will come down to developer talent.

A 4090 can run a Plagues Tale Requiem at full 60fps with RT AND ultra settings and NO DLSS at 4K. These consoles struggle at just 30fps with various high to mid settings and without RT and with upscaling to even reach 4K.

The writing is on the wall.
 
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