Visceral: Why 60FPS is "a must" for Dante's Inferno
"Visuals benefit from higher frame-rate."
Visceral Games has said that Dante's Inferno is a better-looking console game because it runs at 60 frames per second, as opposed to more standard 30FPS.
In a wide-ranging interview with Gamasutra, creative director Jonathan Knight explained how the team had "a fair amount of angst" over the decision, but worked hard in evangelising the call to lock at 60 and getting the development team on-board.
"I think any artist would be lying if they said that they didn't prefer to have more bandwidth," he said. "Any milliseconds you give them, they're going to use it on just one more effect, or what-have-you. But what we found is, it's more of a question of willpower than a technology question. And you just have to commit to it, and say, 'Here are your budgets. Here's the box we're gonna play in.'
"30 frames is a very challenging box to play in as well, and so once you just get everybody bought into that, then what I've found is that the visual effects artists, and the environment artists, and so forth, they just found ways to make stuff look good at 60, and you just have to hold them to it."
Knight also believes that smoother motion helps improve the quality of the graphics:
"If you were to take a screenshot, you might be able to point out, like, 'OK, here's the compromise you made because of your frame-rate,' but when you sit and play the game, the overall visual experience is enhanced by the fast frame-rate. So, I can't really decouple graphics from frame-rate; I don't feel like it's an either/or situation."
The Dante's Inferno performance level certainly is impressive. In Digital Foundry tests on the demo code, the game performed at an almost completely uniform 60FPS in all gameplay situations, while in the recent Face-Off Dante's Inferno proved to be effectively identical in both visuals and frame-rate on PS3 and Xbox 360
Knight's comments are somewhat at odds with those made by Mike Acton of Insomniac, who has committed the PS3 developer to "the best-looking games", inferring that the more standard 30FPS is the best way forward. Our take is that it all depends on the game, a view shared by Turn Ten's Dan Greenawalt in an interview this week with VG247.
"It really turns into a trade-off for the type of visual direction you're trying to achieve, and with Forza Motorsport, the visual style is clear, crisp graphics, and highly-detailed environments and textures," he said. "But in truth, the decision is less about graphics than feel. We prioritise 60FPS as an important feature because it gives the games a feel you just can't achieve at 30; for instance, the responsiveness and feedback of the controls, or physics calculations and visual manifestation of that on how we model our tyre flex and body roll.
"While those calculations are decoupled from the graphics and run as high as 360 frames per second, we found that graphical frame-rate impacts the feel of those systems as well. Simply put, we couldn't have achieved the experience we wanted if the game only ran at 30FPS. I'm sure you would get a similar response from Infinity Ward regarding Call of Duty."
Greenawalt also agreed that smoother motion can produce better-looking visuals.
"The reality is that racing games running at 30FPS have to deal with visual shuttering artifacts in the environment and backgrounds that fly by your field-of-view when the car is traversing at high speeds. So you then go and mask that using motion blur for your environments, which end up eating into your GPU cycles, which take up resources from other features you want on-track."
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Comments (33) Latest comment 2 years ago
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R&C: Crack in Time is a prime example of this. The game looks prettier in screenshots, there are more fancy effects and there's more stuff happening on screen, but it doesn't look as good as its prequel. They chose visuals over framerate, and as such lost their constant 60fps, and the overall look of the game suffered as a result.
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10/10
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CIT looked 10 times better than Future imo, Future looked like a PS2 titles with HD textures and plastic sheen. And CIT played a hell of a lot better than that one as well. Nothing to do with framerate. Shootercontrols FTW.
I fucking hate Dante's inferno, instead ofd tech they should have made the game less cheap with the constant enemy wave spamming, the stupid autolock cross which has a mind of it's own (no fucker, the small annoying bat which spams fireballs in my back is to the right, aaargh) and the platforming is horrendous. I must have dies 100 times already from missed jumps.
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You can set up BOTH Crack in Time and tools of destruction to have normal shooter controls so right stick controls camera and there is a dot at centre of scren for easy strafing etc. Both are rubbish without that option, yes its in the menus, but I would have prefered if it was the default control option.
Both R&C run 60 FPS at 720 P, with full cemera control and large maps. Cant compare with small static maps with no camera control and fixed images (yawn).
Playing R&C as a FPS on hard level is one of the hidden gems of gaming (ignore the crappy poor reviews like Ellie on EG saying you only need level up you 2 favorite guns or whatever rubbish, fine on easy or normal for a 7 year old. Lay on hard or very hard and you need every bullet from every gun maximised and used at the best time
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Neg me but is why I found so hard to love Killzone 2 style of supposedly weighty feel, when its more to do with the decision to have the screen visual which is indeed very beautiful but at expense of smooth control? I would prefer more games to have 60 fps and control at the very minimum lag and yet reasonably nice looking enough.
Graphic is not what always MAKE a great game great.
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Oh, didn't know Future had they same control setup, I'm sure I tried, ah well.
Still think CIT shits all over it.
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Yep. That's why Dante's Inferno looks so drab. Go figure.
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You'll may also want to look at retarded save points and redemtion placement ,dodgy collison detection,stupid mini games,god awful QTE's.
But hey we got 60 fps.
Crap game is crap.
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Note, future when you play on hard is also a good game with the proper shooter controls....only found them out after enjoying crack time with the shooter controls and had a go changing the old game and guess what....
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Good thing I have a PC, where you can lower graphical detail to improve framerate.
It's also kinda stupid consoles don't have that option. Let console users decide if they like bloom or motion blurring, or if they think SSAO is worth the performance hit.
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Connoisseur: I found the "weighty" control of Killzone 2 added to the immersion of the game when taken in consideration with the excellent visuals and superb sound, perhaps it was a little overly heavy but far preferably to the floaty feel of the majority of other FPS games on the market.
On the subject of frame rate vs visuals, there's no real reason you can't have both. Rather than push out a billion shit looking frames or 10 masterpieces every second why not have 30-40 that just look great? It's worked for a load of GOTY winning titles already, may as well continue the practice in my opinion.
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Weren't these the guys that did Dead Space? Playing that game now... It's truly amazing. Get on that sequel!
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They seem to have opted for a fixed camera in an attempt to have more control over the frame rate, and that makes things kind of awkward and static sometimes.
Despite being only 30fps, for example Uncharted 2's controls felt much more natural and the responsiveness didn't seem to suffer from 30fps, and had much better visuals to boot.
It seems 60+fps is not always the holy grail in games.
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Modern consoles are perfectly capable of running games at 1080/60, but developers look at the rendering requirements and decide to put the extra power into on screen effects and poly counts. That won't change until you have a console with a massive 'power' surplus, which will probably never happen, or at least not for some decades.
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Dante's Inferno does feel like a graphical compromise a lot of the time, though. Outside of the fast-flowing action, some of the visuals look awful.
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edit: engrish
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@neems: Modern consoles are perfectly capable of running games at 1080/60
not games you'd want to look at / play
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Slightly off-topic, but I think the EG review was too harsh. Game is very entertaining and certainly well-polished and full of wow-moments. No classic by any stretch, but a good alternative to games like Darksiders or Bayonetta.
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I really think dev should do this.
Go for fixed 60 fps or go for better graphics at 30 fps.
Not something that drops from 60 to 30 fps.
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For example in racing sims higher frame rates results in better control of the car as it decreases the latency between your input and what happens on screen. Then you have the extra immersion created by the added smoothness which more lifelike.
Other games that benefit hugely from high frame rates are technical fighting such as Virtua Fighter 4 where timing is critical, or twitch FPS (same reasons as racing sims)
Often a 60fps game can look better than a 30fps game with better visuals, simply because it looks more smooth and fluid. This doesn't come across in screen shots and usually not videos but does when controlling the game.
60 fps definitely isn't a requirement for every game. But it definitely isn't technical wank either, some games benefit greatly from it.
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60fps does add to the wow factor though. Tekken 3 on PS1 looked better than most any fighter on N64 (which only had 2 60fps fighters), yet most certainly lacked the detail of N64s Mace: The Dark Age, which sported outstanding poly counts and art direction, but suffered because of the 20-30fps rate.
Rogue Leader is notable as it was ABSOLUTELY JAW DROPPING when first released on Gamecube-- I still think to this day it looks better than most Xbox 1 games, it certainly looked better than any Xbox launch title-- thanks in large part to its stunning 60fps frame rate, which was far from rock solid, but combined with the quality of the art direction and poly counts was extremely impressive IMO.