Killzone: Shadow Fall's Framerate Isn't Locked at 60, And Here's Why

HNIC973

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Whereas a game like Call of Duty: Ghosts prides itself on running at 60 frames per second at all times, Killzone: Shadow Fall doesn't always manage to sustain that mark in multiplayer -- but, according to the game's developer, that really doesn't matter.

Shadow Fall, the PlayStation 4-exclusive first-person shooter from Guerrilla Games, runs at 60 FPS in multiplayer "a lot of the time," the developer stated at the Eurogamer Expo today. Lead designer Eric Boltjes told Eurogamer the reason behind that particular detail is "tricky."

"Running 60 has become this Holy Grail. Suddenly people think if you run 60 your game is better. Technically, that's not really true," he explained. "But what it does do is it makes decisions go from input to on-screen a lot easier. So, having a constant 60 is not actually better than having a 'lot of the time' 60. It sounds weird, but it's actually true. Because usually in the moments where we're going to drop framerate, either you're already dead or it's too late anyway."
Guerrilla decided to forgo the constant 60 FPS framerate in order to ensure the graphics looked as good as possible; it wasn't willing to sacrifice resolution or certain visual effects to lock the framerate at 60. The result, in Boltjes' mind, is that Shadow Fall "looks a lot more detailed and vibrant than a lot of the other games we are in direct competition with."

The single-player in Shadow Fall runs at a noticeably lower framerate -- 30 frames per second -- as a result of the visuals being taken up another notch, complete with additional levels of destructibility, as compared with multiplayer. Guerrilla decided having a higher framerate, thereby allowing for faster reaction times, was not as critical to single-player.

"We analyzed what 60 brings," he said. "60 in multiplayer is really important because your reaction time is a lot shorter. In single-player it's actually a lot longer. It's not because our AI is stupid, but because you simply have more time to react. We said we don't need 60, and we want the graphical push."

IGN got to go hands-on with Shadow Fall's multiplayer at Gamescom and walked away impressed. A Season Pass consisting of map packs and expansions to both competitive multiplayer and co-op will be available for $20. The game itself will launch alongside PlayStation 4 on November 15 in the United States and November 29 in Europe.
:popcorn:
http://www.ign.com/articles/2013/09...and-heres-why?abthid=5244aa3d8a640d247d00001a
 

backbreaker65

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If you think any of those games frame rate is locked at 60fps in MP you are fooling yourself. KZ devs just admitted what most of them don't. It will dip when a lot of shyt is going on like when 24 players are throwing grenades and shyt exploding. This is standard.

Here is the presentation time stamped so you can get it from the horses mouth.
 

ChrisDorner

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What exactly are they copping pleas about?
Not a damn thing :yeshrug:

Dynamic FPS to ensure smooth gameplay & consistent graphics (especially for the only actual next gen looking shooter I've seen so far, sorry titanfall/cod/bf4) is the better option

They're not struggling to hit 60. They're saying 60 might not always be ideal for best performance.

If titanfall didn't look like a 360 title it wouldn't hit 60 FPS either :yeshrug:
 

Fatboi1

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OMG WHAT A FAIL GUYZ!! ALL THOSE OTEHR SHOOTERS COMING OUT 60FPS/1440P ON XBOX ONE WITH AMAZING GRAPHICS AND KILLZONE CAN'T EVEN KEEP IT LOCKED! :banderas:
































:rudy:
 

GoldenGlove

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If you think any of those games frame rate is locked at 60fps in MP you are fooling yourself. KZ devs just admitted what most of them don't. It will dip when a lot of shyt is going on like when 24 players are throwing grenades and shyt exploding. This is standard.

Here is the presentation time stamped so you can get it from the horses mouth.

:ohhh:

Post that in the Official Game Thread breh
 
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