the framerate line: get on a side

need this as a tiny creature/huge environment game now

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now this is a true beast of a machine

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hey that’s my favourite distro

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I built a weird Gonzo PC recently with various parts I was given and an Intel engineering sample processor from eBay. It’s one of those strange Xeons with 10 cores/20 threads. Anyway, with a GTX 1060 3GB it played Sekiro at 60fps beautifully, but the CPU kept deciding it was time to clock down to 1200MHz and drop my framerate into the 40’s until I finally disabled C states in the bios. I beat Sekiro the first time when it was having one of its fits. In conclusion, PC gaming is weird.

God grant me the serenity to accept the framerates I cannot change, the courage to change those I can, and the wisdom to tell the difference~

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Post can’t be empty

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I just want to point out that the battle scenes in final fantasy VII/VIII run at a whopping 15 frames per second and I never noticed until someone pointed it out

crazy thing is that in the remastered edition of VIII the battles scenes are clearly (for some reason??) still running at 15 FPS and this looks weird as hell, I guess due to the increased resolution. more pixels means even small motions look choppy and weird.

(I just checked and it’s like this on the steam/ps4 version of vii but that’s not as weird looking I guess because the models are still so low-poly? it still looks weird tho, I wonder if the game is programmed in such a way that removing the frame limit would break a bunch of other stuff that they don’t wanna bother fixing)

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Funny, now that you mention it, although I haven’t played FFVII in decades, I can distinctly visualize the staggered motion of the camera as it pans around the battle scene

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yeah it looks cool at super low res! I guess at the time the thinking was they could make higher quality models/textures if they limited the framerate. but it totally works stylistically at 240p!

(fun fact tho that actually the battle screen is 15 fps but the menu section is still 60, even though they are on the same screen. I’m assuming they needed more frames for stuff like tifa’s slots)

15 to mid-20s was pretty common that generation; a far cry from the generally-accepted 60fps of the 16-bit systems.

Something like that doesn’t really bother me, nor does playing things like strategy or RTS games at low framerates, as long as the input controller feels ok. And since the player has not camera control or movement control in FFVII battle scenes, it barely matters. Give them the remake’s free-movement system and it’s probably a different story

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That’s pretty smart. If the menu was also running at 15fps then you’d get laggy menus like the original NES Dragon Warrior (which did the reverse, it rendered at 60fps and processed input at 4 (!) fps).

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When I googled ā€œnes dragon warrior frame ruleā€ just now to recall what the exact input framerate was, #1 result was my own selectbutton post from a few years ago, lol:

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I guess with tile-based movement there’s only so much you can do, but wow

good to know that people can, uh, find us

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It’s more a sign that speedrunners are generally questionable at documenting their knowledge for posterity, they do a lot of science but then just chat it to each other on discord or whatever

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that was a good thread, and you even already posted the perfect cartoon for this one:

c6731f0a3f4cdad81bd5e12d739694936c1e22d4_2_413x500

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Every time I think about PSX/N64/SAT-era framerates, I am always more amd more impressed at how F-Zero X managed to hit 60 fps.

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it’s not that I’m not impressed

there’s pop up on the racers during the track intro

it’s more like they they all got together and went ā€œ60 FPS RIDE OR DIEā€

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29 independent AIs!
!
!

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