this post was submitted on 15 Jun 2023
70 points (100.0% liked)

Gaming

30579 readers
110 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 2 years ago
MODERATORS
top 50 comments
sorted by: hot top controversial new old
[–] m-p-3@kbin.social 31 points 1 year ago (10 children)

What irks me is when game developers ties the physics engine to the framerate. We all know this will cause issues down the road, could we just.. not?

[–] barsoap@lemm.ee 7 points 1 year ago

Not doing it also causes issues in the form of micro stutters when some but not other frames have updated physics or not. Frame pacing is hard, and locking everything down happens to be the only sure-fire way to completely eliminate display issues. But then, of course, you have a locked frame rate.

They better delivery that "visual fidelity" if you are already capping at 30 fps on a current-gen console.

[–] dill@lemmy.one 3 points 1 year ago (1 children)

I imagine there is some reason we still see this. Any devs in the Industry lurking?

[–] larperdoodle@startrek.website 8 points 1 year ago (1 children)

I'm not in the industry, but I've dabbled in Unity and that's just kind of how it works by default. You create a game object and it gets an Update() function that is called once per frame. You're encouraged to perform calculations and update it's position in that callback.

You're supposed to use Time.deltaTime to scale your calculations based on how long it's been since the last frame.

But that takes effort and it's very easy to just not do that and your game will still work fine in most cases.

load more comments (1 replies)
load more comments (7 replies)
[–] Plume@beehaw.org 26 points 1 year ago (9 children)

“Game dev here,” Carlone writes, adding that they are a “big fan” of Dreamcast Guy. “Wanted to clarify: it’s not a sign of an unfinished game. It’s a choice. 60fps on this scale would be a large hit to the visual fidelity. My guess is they want to go for a seamless look and less ‘pop in.’ And of course, [it’s] your right to dislike the choice.”

Sure. Maybe. It could be this. Or...

Arm-chair babbling idiot who plays too much video games here, I am one hundred percent convinced that it has nothing to do with visual fidelity and everything to do with that asthmatic engine they've been dragging since Morrowind. Can't prove it but... you know. Just a hunch I get from playing their games.

[–] lemillionsocks@beehaw.org 16 points 1 year ago* (last edited 1 year ago) (2 children)

People constantly complain about the engine that they use but no other game engine is as flexible when it comes to modding and no other game engine has the same level of complexity when it comes to being able to pick stuff up and move it around. You can take items off a shelf or desk in skyrim and fallout and stack them somewhere else. You can if you want decide to hoard a bunch of garbage you stole and stack them into a pyramid in your home base area.

Are their quirks? Sure the physics tied to framerate in skyrim was a problem, the games are always buggy, and they arent usually the prettiest games out there(though skyrim looked decent when it first came out and the graphical fidelity mods can work magic).

As for the premise does it have to do with fidelity? Of course it does. Setting a framecap on consoles means theyre able to use higher resolution assets, better lighting effects, and more complex models. I understand the preference of giving up fidelity for some smoothness and frames but 30fps isnt totally uncommon in console spaces and this is a bethesda game not a twitch shooter or a 2d fighter.

Outside the PC space gamers hardly ever talk about or think about framer rate. Graphical effects and details and fisual fidelity are a higher priority and more important in a game where generally you mostly just walk around and explore.

It would be nice if they had an option for a lower res mode or less detailed mode and 60fps target, but I get why they made the choice they did and ideally Im sure it'll run at a normal framerate on pc.

Now if it runs poorly on PC then we can riot.

[–] LimitedBrain@beehaw.org 5 points 1 year ago (1 children)

It's also a personal choice of Bethesda not to rename their engine. Many other studios do this same thing and reuse engines, but they often rename them after significant rewrites. Bethesda just doesn't do that.

Also they aren't worried about how the game will be released. Their games have legs. So a 60fps version will eventually come out. Then they'll release it 5 more times.

[–] AndrasKrigare@beehaw.org 4 points 1 year ago (4 children)

But they did? For Oblivion it was Gamebryo, for Skyrim it was the Creation Engine

load more comments (4 replies)
[–] Plume@beehaw.org 4 points 1 year ago

I also agree with that. I love the modding aspect of it and I fear it'll go away with a new engine.

[–] Goronmon@beehaw.org 9 points 1 year ago* (last edited 1 year ago) (2 children)

Arm-chair babbling idiot who plays too much video games here, I am one hundred percent convinced that it has nothing to do with visual fidelity and everything to do with that asthmatic engine they've been dragging since Morrowind.

Code doesn't go bad with time, that's not really how it works. And game engines tend to be a Ship of Theseus situation, where just because it's still the same "engine" in theory, doesn't mean that large parts (or all of it), haven't eventually been replaced or refactored over the years.

Unreal Engine has been around for 30 years at this point, would you also consider that an "asthmatic engine"?

[–] Plume@beehaw.org 7 points 1 year ago

No, what I mean is that this engine always had a cobbled up together with duct tape feels to it. It's also the beauty of it.

[–] corm@sopuli.xyz 7 points 1 year ago

Some engines get better and some just get more and more spaghetti duct tape.

[–] ampersandrew@kbin.social 6 points 1 year ago (1 children)

No, it's most definitely a choice. You can make any engine run at 60 FPS if you sacrifice something else for it. The RE engine runs beautiful games at 60 FPS, but they had to make all sorts of sacrifices to fidelity to get World Tour in Street Fighter 6 to run at all, let alone at 60 FPS on current gen consoles.

[–] Plume@beehaw.org 3 points 1 year ago (1 children)

I mean sure but give us the choice, damn it! :(

[–] sarsaparilyptus@beehaw.org 5 points 1 year ago (2 children)

The choice is playing on PC, because unless the game was designed by complete shitheads who decided they don't need a settings menu, you'll actually get a choice of what features you do or don't enable. Console games should have PC-style settings menus, but they don't. For me, buying a new PC game always involves chores: turning off chromatic aberration, depth of field, motion blur, and other nonsense so I can claw back like 45 additional FPS.

[–] Plume@beehaw.org 3 points 1 year ago (1 children)

I no longer trust triple A games on PC and if the game is not ridiculously busted optimisation wise for PC at release I would be amazed.

load more comments (1 replies)
load more comments (1 replies)
[–] Posts@discuss.tchncs.de 5 points 1 year ago (1 children)

It sure reads like they are saying "more fps makes game look bad", but my assumption is that they mean " if we want this to run at higher fps we will have to reduce fidelity or the engine cant handle it". At least thats what I hope they mean

[–] hybridhavoc@beehaw.org 3 points 1 year ago

Yeah, reducing graphical fidelity is often one of the things needed in order to increase framerate. That is not unique to their engine, or any engine.

[–] buckykat@lemmy.fmhy.ml 4 points 1 year ago

If only players could make that choice themselves, perhaps through some sort of graphics settings menu. No, that's crazy and unprecedented, it could never work.

[–] AndrasKrigare@beehaw.org 3 points 1 year ago (1 children)

that asthmatic engine they’ve been dragging since Morrowind

I don't believe that's true at all, though. At least by Wikipedia, Morrowind was NetImmerse, Oblivion was Gamebryo (modified Havok), and Skyrim was Creation. And I remember in the announcements for Skyrim that they remade the engine for the game. And Starfield is an updated engine, Creation 2

https://en.m.wikipedia.org/wiki/Creation_Engine for more

[–] shrippen@feddit.de 7 points 1 year ago (1 children)

Creation is a modified gamebryo. So Creation 2 will also be Based on it. Beteshda will not change away from it because gamebryo is a large reason why the modding community is as strong as it is for skyrim etc. And the modding community sells a lot of copies!

[–] ascagnel@beehaw.org 5 points 1 year ago

The engine also started as an engine for MMOs, which allowed them rich scripting for every NPC, as well as an inventory for every NPC.

The world fidelity that Bethesda builds, on a technical and simulation level, is unmatched — yeah, something like The Witcher 3 might look better, but it also doesn’t let you interact with basically every item in the world or pickpocket every NPC’s weapon as a way to neutralize them in combat.

load more comments (3 replies)
[–] hakonlo@beehaw.org 18 points 1 year ago (2 children)

This incessant nagging about fps is the most tiresome thing in gaming since gamergate.

[–] garretble@kbin.social 9 points 1 year ago (2 children)

I agree up to a point. If a game is at 30 and feels good to play, then I’m OK. For example, Zelda feels great. Controlling Link is tight and snappy.

On the other hand, if the game has bad frame pacing (like Bloodborne), playing at 30 feels real bad.

I try not to get too crazy about frames, but sometimes some games just don’t feel good.

I will say, though, that while I really like channels like Digital Foundry, I sometimes wonder if them picking apart games to show the most minor frame dips is slowly teaching us to see these things, and as a result we kind of subconsciously will be like, “Well now I noticed this game had some moments where the frames dropped during an explosion. Obviously it’s a bad game.” I know that’s some hyperbole, but still.

load more comments (2 replies)
[–] Jinxyface@kbin.social 8 points 1 year ago (1 children)

Yeah how dare consumers expect their products to be good

[–] jmcs@discuss.tchncs.de 7 points 1 year ago (2 children)
[–] GoodEye8@lemm.ee 3 points 1 year ago* (last edited 1 year ago) (4 children)

Sure, but a game is objectively better if it can run at a higher framerate.

Bloodborne is excellent, but it would 100% be better if it ran on solid 60 FPS.

load more comments (4 replies)
[–] Mylemming@aussie.zone 9 points 1 year ago

No lock 24 and add film effect

[–] DeathWearsANecktie@lemmy.fmhy.ml 8 points 1 year ago (1 children)

30fps for top end consoles in 2023 is absolutely pathetic.

load more comments (1 replies)
[–] chika@vlemmy.net 8 points 1 year ago

I honestly don't really mind if a console game runs at a steady 30 fps. I just know that it isn't going to be steady lol

[–] nii236@lemmy.jtmn.dev 7 points 1 year ago (2 children)

Reminds me of Horizon Zero Dawn running at 30fps but it felt silky smooth because the FPS was rock solid.

[–] resurrect@sopuli.xyz 5 points 1 year ago

yeah.. if you have not ever played anything 60fps or more.

[–] mustyOrange@beehaw.org 4 points 1 year ago* (last edited 1 year ago) (3 children)

30fps is normally alright for 3rd person adventure games, but shooting, especially first person, might feel different. Idk, I still don't know how to feel about this one. The digital foundry guys seemed to be supportive, but I still just don't trust Bethesda lately

Personally, frame rate is much more important to me than most other factors. If there's the option to, I'm going to be cutting a lot to get it to 60, especially since I'm somehow way below specs with a 6600 xt

load more comments (3 replies)
[–] DarkThoughts@kbin.social 7 points 1 year ago (1 children)
[–] IronTwo@beehaw.org 13 points 1 year ago (1 children)

I don't know, Bethesda's games have always been iffy when it comes to FPS. Skyrim for example breaks if you mod it to have over 60 fps if I remember correctly. Even on Fallout 76 movement speed was kinda tied to the FPS so players looking at the ground (so that less things render thus increasing FPS) would run faster than others.

I honestly wouldn't be surprised if they cap it to 60 FPS on PC as well.

[–] iso@lemmy.blahaj.zone 10 points 1 year ago (3 children)

The Skyrim FPS lock to 60 fps was due to the physics engine not working beyond that. Knowing Bethesda, and knowing the fact that in the 30 or so rereleases of Skyrim they've never fixed that, I wouldn't be surprised if that's still there

[–] stephfinitely@kbin.social 4 points 1 year ago

Oh it definitely has something to do with this. They have been dragging this engine with them since Morrowind. I really hope that now they are with Microsoft that money can be poured into a new engine build from the ground up for Bethesda type games.

load more comments (2 replies)
[–] quasar@beehaw.org 7 points 1 year ago* (last edited 1 year ago)

Of course it is. As always a choice between visual quality and framerate.

DF did a pretty decent video on the whole 30fps question. https://www.youtube.com/watch?v=i9ikne_9iEI

[–] ExoMonk@beehaw.org 4 points 1 year ago (4 children)

Yeah that's a weird choice. Todd Howard said that the game has performed upwards of 60fps in some places, but they made the choice to lock it down to 30fps on console for full graphical fidelity.

I get that not everyone has a TV that supports VRR, but they should be able to programmatically check what the xbox is currently supporting. If it is a Series-X and does support VRR they should be able to unlock FPS to up-to 60. I mean even 40fps on the steamdeck is surprisingly good, whereas 30 can be really jarring. Or give a choice to the user, 4k@30 or 1440p@60 with VRR.

load more comments (4 replies)
[–] flakusha@beehaw.org 4 points 1 year ago* (last edited 1 year ago)

FPS itself is not as important as consistent and low frametime.

If frametime graph is pretty much flat the stuttering would be low and overall experience is nice, but if it's janky one would like to drop the game or decrease quality settings pretty fast.

load more comments
view more: next ›