1. #21

    Re: Why the 60 fps cap?

    Originally Posted by ARustyFirePlace
    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!
    And you overlook what I was saying compleatly.
    I don't know how it works exactly so I won't even pretend to make something up, but I know this actually happens - FPS does have a tangible impact on the way SOME games play. This is clearly why Redlynx decided to lock it at 60, perhaps because if it was left uncapped the game wouldn't run appropriately?

    Like I said it happens in other games. Also, most people can't tell the difference after 60 FPS. I bet if I ran a game at 70 fps and then 80 fps you wouldn't even see the difference.

    Start reading what the dev told you and stop trolling
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  2. #22

    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
    It's so ironic that you're talking about ignorance, yet you claim that difference between 60fps and 120fps isn't noticeable. Well if you have eyes of a 80 year old, then I can understand that. Try playing cod 4 first in 60fps, then in 120fps and talk then. You'll be surprised. ALL of my friends (who had this attitude "60fps is the most human eye can see") have understood that ANYONE can see the difference after 60fps.
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  3. #23

    Re: Why the 60 fps cap?

    You might have a 120Hz monitor, but what you're forgetting is that 99% of people have a 60Hz screen! 120Hz isn't that popular you know, and playing without V sync on 60Hz screen causes awful screen tearing
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  4. #24

    Re: Why the 60 fps cap?

    The human eye and its brain interface, the human visual system, can process 10 to 12 separate images per second, perceiving them individually, but the threshold of perception is more complex, with different stimuli having different thresholds: the average shortest noticeable dark period, such as the flicker of a cathode ray tube monitor or fluorescent lamp, is 16 milliseconds, while single-millisecond visual stimulus may have a perceived duration between 100ms and 400ms due to persistence of vision in the visual cortex. This may cause images perceived in this duration to appear as one stimulus, such as a 10ms green flash of light immediately followed by a 10ms red flash of light perceived as a single yellow flash of light. Persistence of vision may also create an illusion of continuity, allowing a sequence of still images to give the impression of motion

    The first 3D first-person shooter game for a personal computer, 3D Monster Maze, had a frame rate of approximately 6 FPS, and was still a success.

    A high frame rate still does not guarantee fluid movements, especially on hardware with more than one GPU. This effect is known as micro stuttering
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  5. #25

    Re: Why the 60 fps cap?

    Quake 3 Arena or UT99 run flawlessly at any refresh rate and FPS, and they are kinda old games. Plus, there is something wrong with the fullscreen of Trials Evolution. It looks like a borderless fullscreen and not a real fullscreen mode. That's why multi gpu isn't working.

    So no, Trials Evolution PC is not a good port, it's a cash grab port. You shouldn't have let Ubisoft Shanghai doing it. Trials 2 SE optimization was way better than this.

    Originally Posted by mike8
    You might have a 120Hz monitor, but what you're forgetting is that 99% of people have a 60Hz screen! 120Hz isn't that popular you know, and playing without V sync on 60Hz screen causes awful screen tearing
    Yeah but in a few years it will, and I'm pretty sure that Ubi won't patch it at this time. Look at Valve with the Occulus Rift, they already implemented it in TF2. A good company must know how to deal with new technologies. If we follow your thoughts, we would still be playing with a 1-core Pentium 4 CPU.

    Men, it's awful to read people "defending" the devs on an official forum.
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  6. #26
    Blastergamer's Avatar Senior Member
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    Re: Why the 60 fps cap?

    This 60fps cap is just because of the balancing in Track Central, and the editor fastest possible interval speed is 0.16s. This game just mostly a copy-paste game from the 360.

    An example if there is a disable shadow option, you could not see where your shadow is like this track:

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  7. #27

    Re: Why the 60 fps cap?

    Originally Posted by proutprout75
    Quake 3 Arena or UT99 run flawlessly at any refresh rate and FPS, and they are kinda old games. Plus, there is something wrong with the fullscreen of Trials Evolution. It looks like a borderless fullscreen and not a real fullscreen mode. That's why multi gpu isn't working.

    So no, Trials Evolution PC is not a good port, it's a cash grab port. You shouldn't have let Ubisoft Shanghai doing it. Trials 2 SE optimization was way better than this.

    Originally Posted by mike8
    You might have a 120Hz monitor, but what you're forgetting is that 99% of people have a 60Hz screen! 120Hz isn't that popular you know, and playing without V sync on 60Hz screen causes awful screen tearing
    Yeah but in a few years it will, and I'm pretty sure that Ubi won't patch it at this time. Look at Valve with the Occulus Rift, they already implemented it in TF2. A good company must know how to deal with new technologies. If we follow your thoughts, we would still be playing with a 1-core Pentium 4 CPU.

    Men, it's awful to read people "defending" the devs on an official forum.
    I'm not defending anything, I'm just trying to explain to you why something might be capped at 60 fps.

    I agree that the game is rushed, unfinished and poorly optimized. Maybe in a couple of years time 120 Hz will be the next big thing, we'll see, but to be honest there might be a new trials out by then, especially since next gen of consoles is on the horizon.

    You don't understand what I'm saying and just twist it, so I won't bother arguing with you anymore. If you chose to be ignorant and stupid, hey, be my guest
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  8. #28

    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
    But what kind of engine is so dependent on frame-rate that if it should not run at the desired frame-rate things start to break ? That is kind of stoneage'ish. And as a result we have the whole frame-skipping issue that haunts the game. Your game just drops from 60 to 59 fps for a split-second and you will experience lag. I mean c'mon. Its 2013. Let the game at whatever frame-rate while maintaining the desired effects, Capcom's fighting games let you run at any fps and they are even more competitive.

    On a side note, 120hz monitors are the silliest thing ever.
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  9. #29

    Re: Why the 60 fps cap?

    On a side note, 120hz monitors are the silliest thing ever.
    Says the person who hasn't even looked at one
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  10. #30

    Re: Why the 60 fps cap?

    Because the engine is stone-age. The code of the whole game. It's just bad, and you should feel bad.

    I know that people that you work with become your buddies after a while, but you got to set this aside and fire your programmers.

    It sucks but it has to be done. And the UI designer as-well, thanks.

    I mean c'mon, no rewind for replays ? Your replay mode should look like the ones in the big sports games, like Fifa. That is a good replay-player. Yours is pathetic.
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