1. #1

    Why the 60 fps cap?

    Hey I was just wondering why when even you have v-sync turned off the framerate is still capped to 60fps? I can't seem to find any sort of config file to edit to get around this either. I have a 120hz monitor for a reason and a computer that I know is far more then capable of running this game at least at 120fps. I'm starting to think this "optimized for PC" was just a marketing gimmick because this game is looking more and more like it was just a direct console port. I can't think of a single other PC game which I play that doesn't have an option for unlimited framerate. Trials 2: second editon was a freat example of a proper PC game, it had way more graphical options then this game and I could run it at over 300fps. It also looked a lot better and had way higher resolution textures and better lighting. I don't see why we have to get these same low resolution muddy looking textures that consoles get either when you obviously still have the high res versions around that you originally made while developing the game.
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  2. #2

    Re: Why the 60 fps cap?

    Trials Evolution: Gold Edition was designed to run at 60 frames per second, so the refresh rate is capped to 60hz as well. This is to make sure that the game is running optimally, and fairly, for all players.
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  3. #3

    Re: Why the 60 fps cap?

    Originally Posted by Gabe
    Hey I was just wondering why when even you have v-sync turned off the framerate is still capped to 60fps? I can't seem to find any sort of config file to edit to get around this either. I have a 120hz monitor for a reason and a computer that I know is far more then capable of running this game at least at 120fps. I'm starting to think this "optimized for PC" was just a marketing gimmick because this game is looking more and more like it was just a direct console port. I can't think of a single other PC game which I play that doesn't have an option for unlimited framerate. Trials 2: second editon was a freat example of a proper PC game, it had way more graphical options then this game and I could run it at over 300fps. It also looked a lot better and had way higher resolution textures and better lighting. I don't see why we have to get these same low resolution muddy looking textures that consoles get either when you obviously still have the high res versions around that you originally made while developing the game.
    I don't see how you could call Trials 2: SE a better quality game than this tbh
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  4. #4

    Re: Why the 60 fps cap?

    Originally Posted by Barrybarfly
    Trials Evolution: Gold Edition was designed to run at 60 frames per second, so the refresh rate is capped to 60hz as well. This is to make sure that the game is running optimally, and fairly, for all players.
    PC games aren't designed to run at a specific framerate, console games on the other hand are since they have such limited processing power. If the game had some decent graphical options, making sure it was running optimally wouldn't be a problem for anyone either. Not to mention, being able to play at a higher framerate is hardly unfair. It just gives you a smoother more enjoyable experience.
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  5. #5

    Re: Why the 60 fps cap?

    actually once you get into the editor and see how a lot of the tools work you might change your mind - it's based on frame rate - how often a light blinks or how fast a platform travels is based on a 60 fps system - If everyone was running different frames per second then all the levels would play completely different to everyone - even sound effects and camera changes would happen at the wrong time - I can see how it seems like a disadvantage but once you understand the alternative I think it really makes sense
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  6. #6

    Re: Why the 60 fps cap?

    Originally Posted by MurdocLoch
    actually once you get into the editor and see how a lot of the tools work you might change your mind - it's based on frame rate - how often a light blinks or how fast a platform travels is based on a 60 fps system - If everyone was running different frames per second then all the levels would play completely different to everyone - even sound effects and camera changes would happen at the wrong time - I can see how it seems like a disadvantage but once you understand the alternative I think it really makes sense
    I find that pretty hard to believe, why would these things not simply be based on time? Does that mean if I was trying to play this on a toaster and only getting 30fps I would have certain moving platforms that I need to get on moving at half the speed they should be? I can't think of a single other game which measures speed as distance per frame rather then distance over time.
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  7. #7

    Re: Why the 60 fps cap?

    bump
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  8. #8
    RetiredRonin's Avatar Senior Community Manager
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    Re: Why the 60 fps cap?

    Originally Posted by Gabe
    Does that mean if I was trying to play this on a toaster and only getting 30fps I would have certain moving platforms that I need to get on moving at half the speed they should be? I can't think of a single other game which measures speed as distance per frame rather then distance over time.
    If you load up FRAPS and lock the framerate to 30fps, you'll see that the game is indeed locked to 60fps.
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  9. #9

    Re: Why the 60 fps cap?

    Originally Posted by ShiftySamurai
    Originally Posted by Gabe
    Does that mean if I was trying to play this on a toaster and only getting 30fps I would have certain moving platforms that I need to get on moving at half the speed they should be? I can't think of a single other game which measures speed as distance per frame rather then distance over time.
    If you load up FRAPS and lock the framerate to 30fps, you'll see that the game is indeed locked to 60fps.
    fraps don't lock your frame rate > it only locks it @ 30fps (if selected) when your RECORDING..
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  10. #10
    RetiredRonin's Avatar Senior Community Manager
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    Re: Why the 60 fps cap?

    Originally Posted by beastt
    Originally Posted by ShiftySamurai
    Originally Posted by Gabe
    Does that mean if I was trying to play this on a toaster and only getting 30fps I would have certain moving platforms that I need to get on moving at half the speed they should be? I can't think of a single other game which measures speed as distance per frame rather then distance over time.
    If you load up FRAPS and lock the framerate to 30fps, you'll see that the game is indeed locked to 60fps.
    fraps don't lock your frame rate > it only locks it @ 30fps (if selected) when your RECORDING..
    Why thank you sir. That's exactly what I was talking about, but your clarification for others is appreciated.
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