Insomniac: 60FPS no more
Is frame-rate really that important?
Insomniac Games is "probably" going to turn its back on its long-standing commitment to 60FPS gameplay for its Ratchet & Clank franchise. According to the developer, there is no marketing premium, or review score value, in supporting the highest-possible refresh rate common to all HDTVs. "We want to give you guys, our fans and players, the best looking games you can buy on a console," says engine director Mike Acton, and 60FPS actually gets in the way of that.
To back up his arguments, Acton has produced interesting data based on a large number of game reviews, which indicates that while there is a clear link between graphics and final score, there is little to no evidence that frame-rate has as much influence. He also polled readers of the Insomniac website, and found that while 16 per cent of respondents were firmly in favour of 60FPS, most are not, with the majority favouring a solid frame-rate that doesn't interfere with the gameplay.
Curiously, Acton seeks to play down the already small minority who don't agree with his overall findings by pointing towards general sales figures, saying that the 16 per cent figure can't possibly be true. Also interesting, especially in an argument couched in terms of sell-through figures, is the lack of focus on the mega-selling franchises that target 60FPS gameplay: the Gran Turismos, the Forzas, the FIFAs and, of course, the Call of Duties. Combined sales of all those probably account for a pretty significant chunk of the marketplace, and in the case of FIFA and Modern Warfare 2, a big slice of this year's Christmas sales.
In terms of Insomniac's decision to back away from 60FPS gameplay, it is perhaps not surprising when you consider overall trends. Back in the era where arcade gameplay and 2D sprite-based action was the norm, 60FPS was a given whether you were playing the latest coin-ops or powering up your latest (NTSC) SNES or Mega Drive game; it was the accepted standard. But in the tumultuous move to 3D gaming during the mid-nineties PlayStation era, things changed irrevocably. The enormous leaps in processing power required to create 3D imagery meant that 60FPS throughput from the console was only possible in the minority of cases: undemanding sports titles, the occasional shooter, and fighting games like Tekken and Virtua Fighter.
Two console generations later and 30 frames per second is the norm. Games are more slowly paced and definitely laggier than the 2D generation, but the majority of the audience has become conditioned to them, and, crucially, gameplay styles have shifted to sit more in sync with the lower frame-rates.
While Acton describes Insomniac's latest Ratchet episode, Crack in Time, as a 60FPS title, this is a somewhat best-case description of the overall flow of the game. Looking at the raw stats after Digital Foundry analysis, the performance doesn't quite reach the levels Insomniac aspired to, and - amazingly, bearing in mind the wonderful quality of the graphics - the game is actually sub-HD, albeit with the highest-possible image quality we've seen using its chosen upscaling technique.
Let's have a quick peek at some pixel analysis first, to confirm the findings. Edge analysis can sometimes seem inconclusive when looking at this game, but Ratchet & Clank seemingly works by merging the two buffers generated in the process of creating anti-aliasing. While most of the edge-smoothing effect is lost, Insomniac can get away with the generation of significantly lower framebuffer while making it look pretty damn close to native 720p. Lower resolution means that more frames can be rendered per second and this is undoubtedly a key aspect in A Crack in Time running as smoothly as it does.
It should not be understated how much of a technical achievement this AA buffer merge technique actually is in terms of Ratchet & Clank's implementation. Many games have attempted this technique (the PS3 versions of the WWE games, for example), but none has been convincing enough to fool the human eye into thinking that the game is anything other than sub-HD. To its immense credit, Insomniac appears to have made an impressive breakthrough here.
Similar to the last Ratchet game, we peg A Crack in Time at 960x704 in the final analysis, but the proprietary AA buffer merging technique does an astonishingly good job of creating the effect of native 720p, albeit with a slight blur. Moving down to a solid 30FPS would effectively double the amount of time Insomniac has with which to render a frame - more detail, more objects, more overdraw (it's this latter element that seems to cause the most frame-rate issues in this game). Although there are few complaints about the image quality, the developer could also shift to the native 720p resolution with 2x multi-sampling anti-aliasing - the standard set by many other first-party exclusives in the Sony stable (Uncharted 2, God of War III and MAG, just for starters).
Playing the latest Ratchet & Clank, it's clear that while Uncharted developer Naughty Dog has scooped plenty of plaudits for its tech, Insomniac perhaps isn't getting the credit it deserves. The game is immensely detailed, throws about tons of those difficult alpha transparencies with abandon, renders absurd amounts of objects at almost any given point and works tirelessly in attempting to sustain 60FPS. The only problem is that the developer is so ambitious that it's just too much for the engine to cope with. To its credit though, Insomniac keeps the v-sync fully engaged at all time.
The first level - with Clank centre-stage - does a decent job of maintaining 60FPS with just a few exceptions. However, a couple of minutes into the video, the Ratchet stages show a much lower average frame-rate.
In Insomniac's own research, one of the conclusions reached was that a solid, sustained frame-rate was important: more important than 60FPS. "Frame-rate should be as consistent as possible and should never interfere with the game," Mike Acton says. "A solid frame-rate is still a sign of professional, well-made product. When there is a trade-off for frame-rate, it needs to be clearly worth it... it must introduce clear improvements on what the player sees, and never used as an excuse to not optimise the game or art."
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Comments (80) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Generally good art design is superior to throwing about 20 gazillion 3d objects at the screen. Just look at Aion.
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By dropping to 30FPS, they'll be able to create better graphics, giving better looking screenshots and trailers, resulting, in their opinion, in more hype for their games. And they're probably right.
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I think these articles are a real bonus for Eurogamer, I have not a clue about the technical area of game design but I find all this stuff fascinating.
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That Valve guy is a nob too, while I'm in 'complain about game company bosses' mode.
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Well yes actually, given that it's been know for a very long time now, that we don't see at 30 frames per bloomin' second! Things only get truly smooth at around the 100hz mark.
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I'd much prefer 30fps with a lot of detail, than 60fps with a lower resolution or less visual information.
In the market, Insomniac are 100% correct: it's not even an issue. Only fanboys and purists go on about it for the most part.
A STABLE framerate is far more important than a possibly high yet varying rate.
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You're joking right...?! The original Resistance not only ran natively at 720p@30fps, but also included FSAA if I'm not mistaken, unlike the sequel.
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Wish I was that lucky. :\
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Personally i´m dreaming of 10 fps and MotionBluR III
Maybe in the future we can buy goggles (thanks dominalien
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Racing Games = 60fps (sheer sense of speed)
Fighting Games = 60fps (reaction times)
Console FPS = 30fps ( due to slow joypad movement)
PC FPS = 60fps ( due to fast mouse/KB movement)
RPG = 30fps (usually slow plodding things anyway)
RTS = 60fps (reaction times are critical)
Platformer = 30fps or 60fps (depends on type of platformer)
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Still think that all the console manufacturers should insist upon 60Hz and 1080p for the next gen consoles. By that point, graphics will be so pretty anyway that a lower frame rate is going to make less of a difference visually than in current and previous gens.
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Wouldn't it be possible to use the 24Hz mode of some TVs to get a locked, judder-free 48 fps? Probably not. This, however, could perhaps be less demanding than full 60 fps, but still be low latency and smooth.
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Goggles (I assume that's what you meant?) are so impractical! Let's all get artificial eyes with the pleasing blur effect built right in!
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I can't imagine the site without these articles now. They’re so readable and informative. Well done, EG! Digital Foundry is truly a feather in your cap.
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I am sure you can get away with less in platform. Films must really suck for frame junkies.
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And is it just me or is judder more appreciable in some games (e.g. NFS:S) than others (RE:5)?
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...In a low gaming PC. If your PC has a 8800 GT or better -mine have a GTX 275- it looks light years better in PC.
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Indeed. People can quote all the human eye data they want, but when you hit 60, it's totally different. There's a very noticable point when a game goes from say 55 to 60fps, where everything goes completely smooth and it's a much better experience.
People who are saying you can't tell a difference between 30 and 60 need to go to specsavers. Once you have seen 60fps you know it when you see it, and you know when a game isn't running at 60fps. I'm not saying that 30 isn't good enough, but if given the choice I'd choose 60 every time.
I love how Sony and their "arms" seem to think they can just dictate what is the base standard for things. People have realised the benefit of 60fps and I was under the impression that if you could hit it that was the number to go for, but obviously not now that it suits them. It's about gameplay, and 60fps trumps 30 every time. Fact.
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KIDS THESE DAYS
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Really? what framerate did they run on then?
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Sony and there''arms'' dictating?? They are not dictating they are seeing what level of detail ND and others have achieved with 30fps and have decide its better for there future games. Its not ideal but no ones complaining that UC2 is 30fps are they??
Insomniac also have Resistence to think about and KZ2 was 30fps and look at the detail they achieved. Unfortunately higher detail in graphics gets noticed first for majority of gamers.
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I'm not a fan of the distinctively American aimation typical of Sony platformers, but heck, the original Ratchet & Clank wasn't even the best looking PS2 platformer at the time, yet the high framerate makes it arguably even more enjoyable today, when console games aiming at 60 fps are such a rare breed. High framerate can be a selling point. Who cares about the screenshots when you can play a demo?
Moreover, "rock-solid 30 fps" in action games will probably always be only about just as solid as in Killzone 2. The game looks good, it's playable, and the framerate is solid, in a way, yet even the slightest framerate drop is bloody obvious. THAT is a big elephant in the room, although how big it is depends on how much it spoils your fun.
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A quarter-of-a-century ago, back in the mid-1980s, we used to get C64 titles to work at 50Hz for PAL and 60Hz for NTSC versions -- for ultra smooth parallax scrolling etc.
It's a shame that modern consoles are more PR than performance and cannot handle decent graphics at high frame rates.
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I think that's what they were doing with dirt 2, the response was delayed by at least half a second.
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Have you ever seen a still frame taken from a dynamic scene? It's blurred. Almost every frame depicting things in motion is smudged; only the sequence of frames creates the illusion of sharpness. That's how films can get away with 24 fps. For some reason no matter how the animation calculated in real time tries to emulate that trick (motion blur, interframe blending or whatever), it never looks quite as convincing as either the film or the animation running at higher framerate.
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What is pretty important is a steady framerate without spikes...
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I simpley dont play my 360 as much as i used to as doesnt feel as responsive most of the time, partly controller lag but mostly because the fps is just not 60 most of the time.
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On the subject of reviews, I wish all of them would spend a few sentences talking about the technical side of the games too. I will always be more interested in 60fps and far less so in 30.
Recently I wasted my money on another first-person shooter than only ran at 30 frames. If there are two genres that needs 60 more than any others it's shooters and driving games. Fortunately I don't play Ratchet and Clank but if I did I'd be extremely disappointed with the decision to go backwards to 30 just to try and get a slightly higher review rating. As previously mentioned by another poster, I favour the developers making a good game rather than a game with slightly better graphics than it's competition.
If FIFA, Modern Warfare and Forza can look good with 60 frames per second, I'd suggest other developers just aren't so good at programming graphics as the makers behind those titles! At least I know now to never bother taking a look at anything Insomniac produce.
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I've yet to see this be the norm. Some triple A's manage it, just. But most games are no where near this 'standard' we were promised.
So yet again we were all 'sheeped' into buying yet another gen machine way before it was due.
Mind you, I got my copy of Modern Warfare 2 this morning...so fuck it; who cares?
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They could have just asked me though. I'm cheap.
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And to the guy on about the differences between 30 and 60 Hz: no, there's not a great deal of difference if you're not actually playing the game -- as others have said, Insomniac have implied, and research shows.
Pro Quake players don't use 300 FPS for how it looks.
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I played ratchet and clank and those 60 fps felt too smooth. I love the cinematic feel of 24-30 fps. Motion blur, if correctly done like in Killzone 2, is great. Hey, if developers only focussed on making graphics look good instead of numbers such as 60 fps och 720p things would look so much better. Imagine a game made for 480p, but running on a 360 or PS3. There would be much more room for advanced graphics and high anti-aliasing. Wall-E on DVD with compression looks better than Wipeout at 1080p so resolution isn't everything. And I'd rather have a SD game with 4x anti-aliasing and amazing graphics at 30 fps than a game made for 1080p60.
Still, the biggest difference between a good looking game and a bad one is design.
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Only played the R&C demo, and with the SHOOTER control option it was great (right stick controls camera smilar to most FPS games)...Contrast this to the poor EG review that moaned about camera control (yes,you can control it)....
I think Insomniacs point is that some reviewers (looking at Ellie of EG) dont appreciate the 60 FPS fluid gamplay and want slide show good graphics instead....
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The problem is that frame rates are a silent issue. Most people don't care as long as it doesn't get into 10's. Bad frame rate will hinder but good rates don't sell.
As long as we don't end up with NFS Undercover style ports it shouldn't be bad. But anything below 30fps is rarely acceptable to me personally.
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Really?
I certainly have never expected such a thing. Full HD at 60fps is a HUGE stretch for consoles.
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The three PS3 Ratchet & Clank games apparently have a framerate that never drops below 30 fps and can go as high as 60 fps but there's such a huge difference between the two extremes that the game's smoothness can feel inconsistent when it's 30 fps one second and 60 fps the next. I've never understood why Insomniac didn't lock the framerate at 30 fps; it's not a game that needs 60 fps anyway. Uncharted 2 runs at 30 fps and the framerate feels totally smooth at all times no matter how much action is going on. In Ratchet & Clank when you're collecting dozens of bolts you can feel the framerate halve and it's disconcerting. That wouldn't happen if the game was locked at 30 fps.
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On the other hand, I still enjoy Oblivion yet I don't think getting 30+ FPS plus in the Market District is actually possible without spending 400+ dollars on graphics hardware.
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For my money technologies powering cinematic action adventure games must provide decent character animation, smooth framerate and responsive controls first. The hell with pimped up screenshots and trailers. Of course animation designed for 30 fps can be relatively good, but it's never going to be Prince of Persia/Soul Calibur/Tekken etc. good. On the other hand, no amount of fps will make bad animations good (see Legacy of Kain/Soul Reaver games). Rather ironically, when Naughty Dog finally realised that characters in their games don't necessarily have to move like in cartoons for Hitlerjugend demographic, they also compromised the framerate.
Is God of War III going to run at 30 fps only too?
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^ ^ ^ ^
GoW 3 is supposed to run at 60fps for the most part, but according to the developers, the framerate will drop every so often, during the more intense scenes.
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Not quite unlike I&II then, which is fine. I won't be surprised when all those current 30 fps defenders change their tune.
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Reasons are stupid,sales,reviews...those things have nothing to do with how good the game plays and feels.
No matter when you fire MW,now or in 10 years you know that you will be welcomed by 60fps and butter smooth controls,not with some choppy 30fps.
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Erm no. Che - Turn 10 community manager claimed all shots were gameplay, and the high detail models were gameplay as well. Seeing as they were photomode shots with higher poly models not used in actual gameplay, which he admitted, I ask what is a bullshot if not this?
On topic, 30fps is fine for most games, as many have said. Racing and multiplayer fps are much better at 60.
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I quickly lose interest in games that run slower than 60 fps and I prefer 100 or more fps, especially in multiplayer games.
The crazies defending low frame rates are generally an Internet-only phenomenon.
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When the demo released, we all realized that Turn 10 had been bullshotting us for months. They were showing us high LOD models only available in the menus and at the start of the race. You dont even get them in replays. Calling out PD for bullshots, then citing Forza 3 as a bullshot free zone is a misstep and should be corrected in the interest of accuracy.
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An example: Okami vs MGS3. Okami - would-be 60 fps slowing down as a bitch (but never to the point of unplayability), and it takes entering the tiniest location to appreciate how smooth it runs when the engine can take a breath as for the most of time the performance is nowhere near. MGS3 - very steady 30 fps, animations arguably as good as they can be at 30 fps, extremely rare screen tearing and slowdown. That said, for my money Okami's presentation has an edge over that of MGS3, mostly because the animations in Okami are designed for 60 fps by the Capcom artists and it shows. In the animation department Okami is second to none, whereas MGS3 is an underdog despite its all other production values, because 30 fps limit IS a compromise when it comes to the real-time character animation.
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Sense at last...
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I'm puzzled about the frame rate display in the accompanying video, though. The article states that the game runs with constant v-sync, but the video regularly shows a frame-rate of between 50 and 60fps. Can someone explain?
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@thesombrerokid - I suggest you read up on how CRT technology works.
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But that's not what bugs me the most. It's actually a side-effect of that, called double-vision, that gets under my skin. Clearly evident when small or very thin objects scroll past, eg. a pole. In 60fps you'll see a pole passing by. In 30fps you'll see two poles passing by!
Offcourse, everything is seen twice when frames are repeated (just look it up). You'll see that the trunk of a tree appears thinner when moving past because the background shimmers through on both sides (making only the middle of the trunk appear solid because the same color overlays). And it get's sillier and sillier when you notice double-vision like I do: move past a character and you see a guy with 2 heads and 4 arms, and so on. It's atrocious.
Therefore, to me, 30fps and more detail is a paradox. Sure, when you stand still. But when you move around, you actually see less detail because of the double-vision. Just look at the monitor you're staring at right now, cross-eyed. Now that is how much detail you actually see in a moving 30fps game.
So, no thanks, I'll stick to 60fps games.
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He didn't say gameplay doesn't matter, nor did he even say graphics are more important than gameplay. What he said was that it would be the best looking game on the system. Perhaps he even agrees with you that gameplay should be king - who knows?
Secondly, why do you make out that a 30fps game is going to lose marks for being slow and jerky? Since when is 30fps slow and jerky? Sure, targeting 30fps means a loss of 10fps is easier to notice than if you start at 60fps, but isn't this guy's WHOLE POINT that if they target 30fps that they can maintain that more consistently than if they try to target 60fps?
There's no point in worrying how you're going to cross the sub-30fps bridge as a result of this guy's direction because it will never happen to any significant level and we'll never get to it. I think that writing about such non-existent problems now smacks of headline seeking and detracts from the usual quality of your articles.
Your articles are better when you stick to the facts so please leave the unjustified scaremongering to the fanboys.
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this stuff about 60fps being the norm a decade ago is absolute pish
I'm not sure anyone has said it was the "norm", but there were games doing this. Virtua Fighter 2 on Saturn ran at 60fps and was released in 1995/1996.