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> Have you played games at 30 and 60 FPS?

Yes, I make games as a hobby and have done both. I agree with the other commenter about fluctuation in framerate being a bad experience. If I make no changes beyond setting fps from 60 to 30, you can tell the difference in smooth scrolling, etc. However, a consistent 30fps can be just fine as an interactive experience with some thought put into it.



I see this kind of comment on Eurogamer all the time and don’t understand it. 60fps is so much better in every case. I can’t think of a single example of a game that isn’t materially improved as an experience by going from 30 to 60. The effect is far more striking than extra graphical effects. This isn’t cinema where 24fps looks “cinematic” - it’s just plain worse.

It’s 2023. No one is asking for 120fps as a mainstream baseline. 60 is such a sweet spot. It’s time for us to admit that 30 was a compromise for a certain console era that was defined by CPU limitation. If we don’t call bullshit, publishers will keep pumping this stuff out. Look at this week’s disastrous Redfall launch. 30fps on a 12tflop, 8-core Series X. Insanity.


A consistent 30FPS experience really isn't that bad in a lot of games. I'd much rather developers push game design with stuff like big open worlds and cool physics stuff like logs from the tree you just cut roll down the hill than a no risks locked 60 FPS static environment. Poor optimization like what is seen in Redfall or Pokemon Scarlet/Violet is an entirely different problem.

And we're talking about a game running on a 6 year old handheld! Not a CPU beast.


Yeah I’ve been playing TotK with my son all afternoon and I think they’ve done a great job with it - it looks and runs much better than BotW. Pretty remarkable technical achievement I reckon, given the well-known limitations of that machine.

But my point was about where we go from here, in 2023. I’d be disappointed if I couldn’t play this - or a remaster of this, or perhaps its sequel - at 60fps on a next-gen Switch successor, whenever that arrives.


I think there's two separate issues. The first which is your main complaint is the poor performance on modern systems of games. Totally agree, it's a combo of laziness, customer acceptance, and schedule/priorities that leads to it. I'm right with you on the frustration.

Tying into that is why I don't do a blanket 60fps in all cases, which is respecting the player's resources. If I was making a tetris clone, where the block falls at a set step every x milliseconds, all I'm doing is wasting their battery with double the frames.




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