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  1. #1

    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.
     8 people found this helpful
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  2. #2
    Agreed. Just watching streamers on PC (Im on PS4) is truly night and day. I believe for the most part this would help with the reaction disparity between the heavier classes and lighter ones. My reactions are rather sharp and when conditions are perfect able to react to just about anything that can be thrown and more often than not manage a parry. This borders on impossible when as you said attacks are practically already in motion before my ability to block can adjust from the previous hit.
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  3. #3
    Originally Posted by XImohtephXX Go to original post
    Agreed. Just watching streamers on PC (I'm on PS4) is truly night and day. I believe for the most part this would help with the reaction disparity between the heavier classes and lighter ones. My reactions are rather sharp and when conditions are perfect able to react to just about anything that can be thrown and more often than not manage a parry. This borders on impossible when as you said attacks are practically already in motion before my ability to block can adjust from the previous hit.
    I agree with you when the first hit connects and is part of a chain you will see the second hit 1/60 of a second later than someone at 60 fps on pc . and the same goes for every other frame. after you see the first frame of the second hit (so at 1/30 or 2/60 of a second) the same rule will apply for the rest of the images so a pc user at 60 fps will see an image at 1/60, 2/60, 3/60 , 4/60... of a second while you will see it at 1/30, 2/30 , 3/30... of a second wich is very bothersome. This makes parrying quick lights harder and makes superior on block light's/heavy's near impossible to do against pk. Especially when playing heavy classes with more guard switch startup.
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  4. #4
    Its a must for a competitive game based on reactions
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  5. #5
    DrExtrem's Avatar Senior Member
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    Its not a problem of competitive play.

    Its a problem with fast attacks and high latencies.

    The pros were able to adapt.
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  6. #6
    Not a sigle fighting game should run on 30 fps...even on console.
    I think most of the ppl would agree if the devs would sacrafice the graphics in 1v1/2v2 for the 60 fps.
    I don't even understand why they locked this game to 30 fps in pvp. I don't care if the story mode runs on 30 fps, but when you have to play against a light spamming PK on 30 fps console, thats just a nightmare.
    I can accept, that a ps4 or an xbox1 can't run a game like this on 60 fps, but if you compare to pc, they already cut out many effect from the ps4 version, so who would care, if they would cut more for the sake of 60 fps?

    At most of the games doesn't really matter if you playing 30 or 60 fps, but when you have a reaction based fighting game like MKX, then 30 fps is just not enough. Imo this is a huge fail from the dev team, coz it's mean, if you wanna play seriously, then forget your console, and play it on pc. Basicly you can't reach the full potencial of the game. On PC if your reactions fast enough, you can parry a PK lgith, on PS4 you can parry a PK light attack, but not from reflex, but you have to predict where is the next attack come from.

    So basicly at high lvl this game: on PC is a reflex based game, on Console is a predect based game, and thats just sad.

    CalZeray great post tho!
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  7. #7
    Originally Posted by DrExtrem Go to original post
    It's not a problem of competitive play.

    It's a problem with fast attacks and high latencies.

    The pros were able to adapt.
    I agree that high latency is another factor that can influence your reaction time (ex: playing against teleporting orochis) but fps still matters even at high level (in cs: go you would have a harder time winning against someone playing with a GTX 1080 on overclock if you play on a toaster at 15 fps). Sure The pros can adapt to the slower fps on consoles but we are still human after all and that is the beauty of competitive gaming. If we play at 30 fps sure we can try to block a pk random light 1 time out of 3 but if we played on PC that's where the magic happens. That's where you see people do things like faint into faint into grab because the brain of the pros can see more details and in conclusion can achieve more than the console player. This is why pk received bans in console tourneys.
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  8. #8
    Consoles cant handle the game at more than 30.

    Consoles are pretty poor hardware wise.

    My graphics card is bigger than a console lol.
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  9. #9
    Originally Posted by Hillbill79 Go to original post
    Consoles can't handle the game at more than 30.

    Consoles are pretty poor hardware wise.

    My graphics card is bigger than a console lol.
    I agree that a console is weaker than a good PC but take games like MKX that run at a perfect 60 fps 1080p what does it have? Smaller maps and fewer players fighting. If that game can run that way then why can't for honor's 1v1 as well?
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  10. #10
    For Honor is more graphically intensive.
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