For a game to be 60fps it has to be built like that from the ground up. It's very difficult to brute force a game built for 30 to 60fps. That's why the majority of games built for 30fps on consoles and ported to PC struggle to hit 60 with any pc hardware.
This guy explains why Xbox 1 X and PS4 Pro can't run it at 60 FPS... You can close the thread now
This guy explains why Xbox 1 X and PS4 Pro can't run it at 60 FPS... You can close the thread now
In the case of your last sentence, it's an issue with building down to console level and not running more basic optimizations.
As for the first, no. It's not hard to have a game at thirty run at sixty. It should be a simple switch if you weren't retarded during development. There is no ground-up building really needed, unless you're building-down for whatever reason. In the case of consoles they'd never expect you to go past X fps, so they continuously do old dumb archaic shyt like lumping in physics or rendering to work only at a set framerate. So if you double to sixty or open it up unlimited then you see how the tight code fukks itself. Old as it is those are the practices still employed today, and where the strict requirements don't transfer over to open platforms.
GTA5 is a good example of not having that stupidity. Apply some effort and the studio eats.![]()
Its 30fps because its a live service. They have to design around people with shytty internet. Thats why even bioware's anthem is probably going to be 30fps too.
8K is the next jump in TV, but we still waiting on native 4k30 to be the norm. 4k60 is gonna require better processors than what we have in these consoles today. We expecting too much for under 500 man. 4k native has got to be the baseline standard when the next gen consoles drop.
1080p standard should have been at the beginning of this gen as well but that's another story.
on a side note: all these vids show that destiny 2 is looking great....i cant wait to play it....franchise of this gen easily....
A lot of games are built to target consoles then scaled up. Those are usually the ones that have problems hitting a consistent 60 on PC.In the case of your last sentence, it's an issue with building down to console level and not running more basic optimizations.
As for the first, no. It's not hard to have a game at thirty run at sixty. It should be a simple switch if you weren't retarded during development. There is no ground-up building really needed, unless you're building-down for whatever reason. In the case of consoles they'd never expect you to go past X fps, so they continuously do old dumb archaic shyt like lumping in physics or rendering to work only at a set framerate. So if you double to sixty or open it up unlimited then you see how the tight code fukks itself. Old as it is those are the practices still employed today, and where the strict requirements don't transfer over to open platforms.
GTA5 is a good example of not having that stupidity. Apply some effort and the studio eats.![]()
This is a main part of building a game like this in particular: you can’t accidentally go sixty. You can’t start at thirty and go to sixty. You can’t reduce to sixty. You have to be sixty. So as you develop the game, you have to be sixty all the time. You have to build your cars to be sixty. You have to build every piece of code to be sixty. And that almost becomes a religious, zealous mission for the team, to deliver an experience that never drops below, and we took that very seriously," he explains.
A lot of games are built to target consoles then scaled up. Those are usually the ones that have problems hitting a consistent 60 on PC.
I'll let an actual dev explain it
All of those games were built with 60fps in mind.Right. Getting into console constraints presents a problem moving to a more open platform.
You CAN start at 30 and go 60. It's been done plenty of times. There's instances where (again) having strict console code rears it's ugly head and going to a faster rate is a problem but to act as if it can't be done is BS. RAGE engine out of GTA, The Surge, and even some re-releases.
Again BF and Halo were built for 60fps.As an FPS Battlefield does it right. The Master Chief collection has a good example in Halo 4. It isn't impossible if you don't set those limits on yourself. If you have the more internal elements (for lack of a better word) working at those set intervals then yes, you'll have a bad time as I said moving on. But there's plenty of examples to show it can be done.