60 fps on consoles in 1v1's for competitive play
Intro
I was always super excited for this game before it came out and i when i started playing i realized how it was framelocked at 30 fps for every mode even for 1v1 modes. Now that makes me very confused when it comes to competitive play and i'm going to break down this issue and talk about what the framelock is and what it does at high-level play as well as what we can do as a community to fix this issue and really take this game to the next level. All images and videos belong to their respective owner.
What is framelock?

Frame locking is something the game devs incorporate in their titles when they want to achieve a constant refresh or repetition rate for each image in a game during a specific time interval. When they framelock a game at 30 fps (frames per second) the devs are looking to make the image repeat at a consistent rate per second no more and no less so that your eyes can stay immersed. In for honor's case, that repetition rate is 30 repetitions for one second. Let's say you're playing a game that is framelocked at 60 and your hardware can't keep up with the game then you'll experience drops in frame rate. So if you saw an explosion from up close in a shooter then your game would become instantly more choppy and the immersion would be broken. It also depends on the severity of the framedrop so if it's 3 frames that are dropped every time the game become chaotic than it's not that bad but if it's 20 frames in a game that runs at 60 fps then framelocking is a good thing.
How does it affect For Honor's competitive play?
For honor is very reactive when it comes to high-level play, if you want to defeat your opponent you have to react to their attacks quickly and retaliate accordingly based on how they will defend and vice-versa. That's where framelocking can disturb your gameplay experience. When you are trying to react to a fast attack, for example, you'll obviously be looking out for details when it comes to parrying, deflecting or dodging that certain attack. Things such as wich side the attack comes from, when does the attack come out, when does the marker start flashing, what type range does the attack have, when can the superior on block heavy/light come out to block another attack, when will the shield icon appear for GB... This is why i was super excited for this title and since i'm more of a Mortal Kombat X player i expected the game to run at 60 fps but i was disappointed when i heard the game ran at 30 frames on consoles even in the 1v1 mode. Since you have to pay attention to movement and markers in this game cutting the frames per second by two will make you less able to react to the opponent's attacks and parry in time. Let's go back to trying to my blocking of the light example, the reaso why you'll have a harder time parrying it is because of something called per frame calculations, wich is the reason why you sometimes see players trading hits that have same startup frame from neutral stance in fighting games. Those two players have 0.000... % chance to hit a button at the exact nanosecond but per frame calculations make it so it appears that they do. This is because per frame calculation make it so when an input is registered instead of coming out in an instant it comes out at the very beginning of the next frame. Now if you take a look at this graph you can see what happens when i press a button at the same time in 30 and 60fps.
60 fps: IIIIIII
30 fps: III I I
As you can see when i press a button at 2/60 of a second (about 33 milliseconds) the attack/parry/guard break that i inputed will come out at the red I at 60 fps (so instantly if a press it at the exact nanosecond wich no human can do). However it will come out at the frame after the invisible red I at 30 fps because that is the closest frame after my input. This is why trying to react to PK zones are so hard.
These videos explains how framerate affects gameplay more precisely
How can we fix this?
Cut down useless parts of the map
We all love it when our games look like a Bob Ross painting and i like it as well but when it comes to competitive 1v1 players don't care about crazy backgrounds they only care about how smooth the game plays. when playing 1v1's a part of the map is removed but is still there we just can't access it so what the devs could do is make a version of the map where the only thing that's present is the area the players are fighting in. As for the background just remove all the mountains and bridges and only leave the sky and clouds. The game will run better at 60 fps after that and if Rainbow Six siège can run at 60 fps on house in 4v4 then for honor could definitely run at that setting in 1v1. For honor would run at 30 fps in campaign, 4v4 and 2v2 while running at 60 fps in 1v1 with map changes. Other games have done this framelock altering method between modes like R.Six siège, Gears 4, gears remastered so the for honor devs have models to follow.
Make it so we can adjust graphical settings
Like i said i care very little about how the game looks when it comes to playing competitive but you have to let the people that want a better performance lower their resolution so the hardware of their consoles doesn't take such a big hit. If we get this option implemented then for honor would definitely work at 60 fps in 1v1.
This graph represents how fps drops every time the resolution is increased in certain games. 
Conclusion
That was all i had to say and if you have any corrections, ideas or opinions just send them this way.Try to spread the message if you love this game because these changes can only benefit competitive play.
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