Half the problems people complain about would be solved immediately if console players had 60fps.
All the YouTubers who play this game, that I watch, play on PC. I never hear them complaining about the pk lights or not being able to parry lights in general. Now we have two heroes that can soft feint into lights, so parrying is even harder against them in addition to their fast attacks in general. Not complaining about the soft feints but it seems like this game is moving closer, with every patch, to favoring fast light attack characters. It makes the game incredibly stale.
This is a fighting game. You need to have good reactions to be successful. 30 FPS IS NOT ENOUGH.
Lol, I love seeing noobs blaming their poor gameplay on frames per second not knowing what that actually means.
More frames per second didn't give you more time, it makes animations smoother.
Smoother animations aren't going to make you pay any better, it will just allow you to see with clarity where you went wrong.
Consoles won't be able to handle 60fps with it that buying down your system.
Doesn't more frames, double the frames in fact, make it easier to see/anticipate your enemies moves since the game now has twice the frames with which convey motion?Originally Posted by alustar24 Go to original post
I.E. more frames doesn't make a 400ms Light Attack slower, but the game can show give you double the visual information in those 400ms.
More frames == more updated info == more opportunity to counter
Specifically for example with sample values just to visualize the process going on, let's say we have 1 second an attack. In this example (still just an example with simplified numbers to visualize the process), if PC has ten frames to update of 0.1 seconds each, console would only be able to update with 5 frames of only 0.2 seconds each. Let's say the parry window is somewhere in between 0.5-0.7 seconds. On PC, the visual indicator shows up at 0.5-0.6 seconds, so PC can respond to that on the next frame. On console, because it only updates every 0.2 seconds, console wouldn't get that indicator until 0.6 seconds, which means they would have way less time to parry it in time because the indicator didn't give them nearly as much time to respond. Considering also that this update time applies to updating your input as well, if you miss the previous frame, your attack will get chunked into the next frame and could end up missing an attack that could have been more easily parried or maybe a feint that could have be used in time to block an attack.
Again, these values are not accurate to what is in game, but are example values to give a jist of what is happening with the frame difference.
Lol at suggesting I need some type of experience to know that doubling the fps will make it easier to see and therefore react. Do I need a chemistry degree to know that water freezes at 32 degrees Fahrenheit?Originally Posted by alustar24 Go to original post
Let's try this in reverse. If the game was played at 15 fps do you think you'd be able to react the same?
The human eye can detect both light and movement way faster than 30 fps... Do I need a physiology degree for that too?
Take a look on YouTube videos that show the difference between 30fps and 60fps. You'll easily see the difference.
ThisOriginally Posted by KotoKuraken Go to original post
First off, the fact that you are arguing that small of a millisecond difference is sad.
Second off, you don't just throw extra frames in. They would have to reformat the current animations, which would increase buffer rates because now there is double(on the conservative side) the information being processed between machines, thus increasing latency.
How about we just cut the crap and say what you really want, and buffer the time before an attack executed, because that's what this really is.