1. #11

    Re: Why the 60 fps cap?

    Originally Posted by ShiftySamurai
    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.
    cool mate
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  2. #12

    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.
    No, that's because it's a lazy console port, as in they cannot be arsed to make the fps cap 120. I don't understand how increasing the fps cap has anything to do with fairness? It just makes the gaming experience better for us, 120hz screens always have advantage whether we are playing on 30 fps or 120, because of minimal input lag.
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  3. #13

    Re: Why the 60 fps cap?

    I really don't think "fairness" is taken into account when porting it.
    Simply if the fps was different for everyone when you are playing a track it will be different for you in different cases. A good example is somebody could place 2 bombs close together and when they play it it's fine but when you play it for whatever reason the bombs touch and explode. Completely ruining the obstacle.
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  4. #14

    Re: Why the 60 fps cap?

    Originally Posted by ShiftySamurai
    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.
    FRAPS got a setting that locks fps to the selected recording-framerate and it does just that with Trials too if you enable "Lock framerate while recording".
    Trials starts stuttering pretty bad (like other games too) but is still playable somewhat and as soon as you disable recording it temporarily shoots up to 200 fps but then settles at 60 again.

    Unlocked recording is in FRAPS for quite some time:
    [code:1ejf7mx2]Fraps 3.1.0 - 8th Feb 2010
    - Added option to capture videos with framerate locked or unlocked[/code:1ejf7mx2]

    Which means if you set your recording-framerate to 30 or any other fps, if you system manages to run a game at a multiple of that it will run without pretty much any performance loss(besides the encoding taxing the system a bit) and high fps enabling way smoother gameplay.
    Which works pretty well in Trials because it runs at 60 fps most of the time, even if it dips to ~58-59 FRAPS still doesn't switch back to 30 fps recording.
    However if you hit about ~55-57 fps FRAPS no longer detects a multiple of 30 and locks down to "real" 30 fps until performance improves again and during that time you're in stutter hell.

    Just from messing around I noticed videos with a locked 30 fps framerate turn out pretty much as bad as the in-game stutter suggests and have an the fps counter flickering annoyingly.
    Meanwhile the unlocked recording is smooth - I guess there's not much reason to not record with an unlocked framerate anyway since FRAPS detects bad performance and locks you down anyway if you don't hit a multiple of it during an intense gameplay scene.
    Maybe the difference in smoothness could be off-putting when the lockdown happens, but that's better than suffering through the always-on stuttering of locked down-fps recording and getting a crappy video output.
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  5. #15

    Re: Why the 60 fps cap?

    Originally Posted by ClutchMystaFlex
    I really don't think "fairness" is taken into account when porting it.
    Simply if the fps was different for everyone when you are playing a track it will be different for you in different cases. A good example is somebody could place 2 bombs close together and when they play it it's fine but when you play it for whatever reason the bombs touch and explode. Completely ruining the obstacle.
    What has 60 fps cap to do with that?
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  6. #16

    Re: Why the 60 fps cap?

    Originally Posted by rutkula
    What has 60 fps cap to do with that?
    The game's timing (and physics engine I'd guess) doesn't behave well above 60 fps.
    To avoid anomalies which could either disadvantage or advantage players during their speedruns the fps are getting capped.

    You'll see that more and more in games as they get e.g. more advanced pyhsics(which have their own framerate).
    For example in Skyrim far away wildlife just starts spazzing out when you hit above ~7x fps. As soon as I set a limit to 70 fps or enabled SGSSAA to tax the GPU so it doesn't reach that high fps the problem went away.
    Or other fun stuff happening.
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  7. #17

    Re: Why the 60 fps cap?

    Originally Posted by Wake
    Originally Posted by rutkula
    What has 60 fps cap to do with that?
    The game's timing (and physics engine I'd guess) doesn't behave well above 60 fps.
    To avoid anomalies which could either disadvantage or advantage players during their speedruns the fps are getting capped.

    You'll see that more and more in games as they get e.g. more advanced pyhsics(which have their own framerate).
    For example in Skyrim far away wildlife just starts spazzing out when you hit above ~7x fps. As soon as I set a limit to 70 fps or enabled SGSSAA to tax the GPU so it doesn't reach that high fps the problem went away.
    Or other fun stuff happening.
    Huh, I play skyrim 120 fps without any problems

    Well anyways, I guess if there is some other reason but being totally lazy, it's acceptable.
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  8. #18

    Re: Why the 60 fps cap?

    Look, I'm no dev but I they're doing something it's for a reason. Whether it's a good or bad one it's a reason
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  9. #19

    Re: Why the 60 fps cap?

    Jesus christ.
    More FPS would affect the game and this isn't the only one.
    In Cod4 you could actually make higher jumps if you locked the fps at 125 , from default 60!

    If you try playing GTA I without v sync you'll also see the game running in super fast forward... I WONDER WHY???

    There's usually a reason for everything, also, 60 to 120 fps is hardly even noticible.

    Thread filled with so much blind ignorance it's infuriating
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  10. #20

    Re: Why the 60 fps cap?

    Originally Posted by mike8
    Jesus christ.
    More FPS would affect the game and this isn't the only one.
    In Cod4 you could actually make higher jumps if you locked the fps at 125 , from default 60!

    If you try playing GTA I without v sync you'll also see the game running in super fast forward... I WONDER WHY???

    There's usually a reason for everything, also, 60 to 120 fps is hardly even noticible.

    Thread filled with so much blind ignorance it's infuriating
    Because GTA 1 is 16 years old?

    How old are you?

    60 compared to 120 is VERY noticeable if you have a 120hz screen

    So yes, ignorance and irony in 1 post, good job!
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