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/vr/ - Retro Games


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File: 8 KB, 230x230, 60fps.png [View same] [iqdb] [saucenao] [google]
3392354 No.3392354 [Reply] [Original]

How many retro games run at 60 FPS on consoles?
This is one I can find.
https://www.youtube.com/watch?v=__5KCSr6AzA

>> No.3392357

>>3392354
Almost all of them.

>> No.3392362

Hard Drivin'

>> No.3392363

NES games often run at slower framerates to minimize dot crawl. SMB, Dragon Quest I, and Castlevania are three I can name off the top of my head that do run at 60 fps and you can see they have horrible dot crawl.

>> No.3392370

>>3392363
>>3392357
>2D game
>FPS
I don't think fps applies to 2D.

>> No.3392385

A few racing games like F-Zero X and Ridge Racer Turbo and fighting games like Tekken and Virtua Fighter 2.

>> No.3392389

>>3392370
Don't do this. Weak bait and we've all seen the image of reactions.

>> No.3392402

>>3392363
>NES games often run at slower framerates to minimize dot crawl

This is nonsense. You might be referring to the NES' internal dotcrawl interpolation but that's done on a refresh basis and has absolutely nothing to do with the game's framerate.

>> No.3392459

>>3392357
When they don't it usually looks like shit

>> No.3392474

>>3392459
60 FPS is sweet for a CRT. Due to low persistence, it looks like a 120Hz LCD.

>> No.3392563

>>3392354
Everything 2d. 3D not so much unless it's a fighting game.

>> No.3392569

>>3392563
>Everything 2d. 3D not so much unless it's a fighting game.

There were 2d games that ran in less than 60fps - some by design choice, some because they had very bad slowdown.

>> No.3392573

>>3392474
>it looks like a 120Hz LCD.
It looks far smoother than that...only with Lightboost can LCD's compete

>tfw laser beam steering tv's with 0 persistence never ever

>> No.3392582

>>3392474
>>3392573

I don't know why that is exactly but games always look much smoother on a CRT than a LCD screen to me, even if it runs on the same framerate.

>> No.3392673

>>3392362
kek

>> No.3392689

>>3392573
>tfw laser beam steering tv's with 0 persistence never ever
How would that work? Light particles carry no charge so they can't be bent with a electromagnetic field and building a mechanical solution that would simulate such a behavior while it may be possible it would be too prone to malfunction and wear.

>> No.3392713
File: 115 KB, 1600x1200, IMG_1979.jpg [View same] [iqdb] [saucenao] [google]
3392713

>>3392689
Laser scanning projection systems already exist. One rotating mirror deflects the beam for horizontal movement, a second mirror tilts a little bit with each scanline to make the beam move vertically. This one's homebrewed

>> No.3392728
File: 705 KB, 762x700, LCD refresh not response time.png [View same] [iqdb] [saucenao] [google]
3392728

>>3392474

>> No.3392747

>>3392728
the spacing between the individual frames in the image is constant, despite there being a factor of more than 2 between the lowest and highest frame rate. In other words, that object is moving twice as fast on the highest frame rate. The use case of high fps is to smooth out the motion. In other words, with higher frame rates the change per frame should be smaller. In such cases, the blurring becomes less of an issue. The demo case is designed to be misleading

>> No.3393026

>>3392582
It's called low persistence. Showing a frame for an instant blanking it again gives the illusion of smoothness.

>> No.3393059

>>3392354
Well not N64 games. They were usually sub 20.

>> No.3393065

>>3393059
>What is F-Zero

>> No.3393083

>>3393065
>What are detailed grahpics

>> No.3393086

>>3393083
>Retro
>Detailed Graphics

It wasn't the subject anyway.

>> No.3393102

>>3393086
>Detailed means realistic

>> No.3393114

>>3393083
ironically enough, having "undetailed graphics" along with 60FPS, has made F-Zero X one of the best-aged retro 3D games

>> No.3393164

>>3393114
This. As a young lad caught up in the quest for a good 3D experience in 1994 games would often sacrifice performance for detail on systems that just flat out couldn't handle them. I t seemed like no one would admit it either retailers OR consumers because they didnt want to feel like they got ripped off.

>16 bit games with slowdown
>"what are you talking about anon its how the game is supposed to run, look at those GRAYFIKS what more do you want?"

>32bit era
>"load times?? you should be happy its on the CD FORMAT"
>"its choppy and has low resolution when compared to the PC?? the PC has NO GAYUMS!! LOL"

>> No.3393187

>>3393164
It's not just 3d games in 1994. Any game from the beginning of computing has had to make trade offs between visual detail and performance, and they all continue to do so even today. It's not just 3d games either: Sega CD FMV games were in a small screen and/or bad frame rate because it was either one or the other due to the system not being fast enough.

>> No.3393305

>>3393083
>>3393065
Who cares about graphics. The real problem is that the game is restricted with its 3D. You don't really have free movement in a way that lets you explore and see things from unique angles, which is a requirement for other genres like first person shooters. If a game can nail this while running at 60 FPS, it's a proof of concept that the only excuse for making a game run at 30 or below is for the graphical fidelity.

>> No.3393549

>>3392357
And almost all of them are limited to displaying at 30fps because of 240p so it doesn't matter even if that were true.

>> No.3393557
File: 156 KB, 661x650, crazytaxi1-cover-us.jpg [View same] [iqdb] [saucenao] [google]
3393557

I'm pretty sure all Naomi->DC conversions run at 60 fps because of the similar hardware.

The DC port of Virtua Fighter 3tb, despite being a Model 3 game, also runs at 60 fps I believe. Probably has to do with the fact that the game pushed less effects and reduced poly count than the arcade version, but not bad for a rushed port job.

>> No.3393561

>>3392354
A good chunk of Dreamcast games run in 60fps. Shame that current gen can barely push 30.

>> No.3393565

>>3393561
Why doesn't current gen starting pushing 120 FPS?

>> No.3393615

>>3393549
You don't know what you are talking about? Do you, kid?

>> No.3393809

>>3393164
>"its choppy and has low resolution when compared to the PC??"

nobody ever said this until at least 1997

>> No.3393818

>>3393565
no benefit

>> No.3393892

>>3393809
incidentally that is the first year i heard that.

>> No.3394318

>>3393565
Maybe when 4K becomes the norm, one can push for 120Hz.

>> No.3394324

>>3394318
any reason (You) prefer resolution over refresh rate?

>> No.3394331

>>3394324
I don't, it's just where the market is moving.
120Hz hasn't been a standard in HDMI until recently. There is no point in aiming for that when barely anyone can use it.

>> No.3394336

>>3394331
>120Hz hasn't been a standard in HDMI until recently
4K is still at the early stage of adoption as well.

>There is no point in aiming for that when barely anyone can use it
that applies to both. It's also a catch-22. People won't get the hardware when there's no advantage to using it. So games providing applications for 120Hz can drive sales

>> No.3394350

>>3394336
Even if they activated 120Hz in the new upcoming consoles, only a handful of indie games would use it at best. You can already see the hype 4K is getting, but you can bet that AAA games won't target that resolution, for there is just not power enough to do it with the graphics we expect today. Plus when we do get native 4K consoles, they would benefit everyone by downscaling to 1080p. Essentially SSAA.

>> No.3394352

>>3394350
>only a handful of indie games would use it at best. You can already see the hype 4K is getting
That's the actual problem, took a while to dig there.

>for there is just not power enough to do it with the graphics we expect today
It's a self-made problem. Three generations ago we valued visual complexity over framerate. Once that 30fps genie was out of the bottle, it was impossible to put it back, without sacrificing visuals again. I'd love for some devs, any devs, to take a bold stance and move the focus back where it belongs.

>SSAA
never got the appeal of AA

>> No.3394392

>>3394324
any reasonable person favours a balance between the two. that and also, detal/effects levels; a compomise between scene compostion, refresh rate and resolution.

>> No.3394396

>>3394318
8K is already being pushed

>> No.3394401

>>3393565
only VR pushes 120fps. If VR succeeds, VR willl push 120fps.

>> No.3394405

>>3394392
>balance
what's lagging most behind at the moment? Visual complexity, resolution or framerate?

>> No.3394561

>>3393615
Actually I do actual kid

>> No.3394639

>>3394561
No, 240p is what allows artefact free (no combing) 60 fps by using each field as it's own independent frame (Normally NTSC has 2 fields per frame with 60 fields per second). This is why most 2d retro games are 60 fps, with exceptions of course. Notably the original arcade release of Outrun.

>> No.3394682

>>3394639
>Notably the original arcade release of Outrun
parts of OutRun are 60fps

>> No.3394769

>>3394639
Kid, your dumb and fuck and just parroting shit. I'd like to say educate yourself or STFU but neither is going to happen. I'd like to ask you to explain how you can draw the same picture twice in 1/60 of a second and do 60fps but your just going to bark back with some more ignorant bullshit.

That's OK. Mommy says you're a special little snowflake and you're a wonderful person and all your bullshit ideas are equally valid with or more important than the facts.

>> No.3394858

>>3392354
Original Gameboy was 60 fps native

>> No.3394864

>>3394858
same with GBC and GBA, though the GBA had a framebuffer mode, mostly used for 3D, and as usual, framerate on those was lower

>> No.3394950

>>3394405
everything.
We need 8K 120fps with max details. Then I'm satisfied

>> No.3395082

>>3394950
When can you no longer see improvements in resolutions with a normal DPI?

>> No.3395092

>>3394769
>Draw the same picture twice in 1/60 of a second
You don't?

>> No.3395095

>>3395092
YOU DON'T KNOW ME!!

>> No.3395286

>>3395082
It's not about DPI, it's about preservation of detail. But resolution will come at a rest for a while at about 16K when we have reached IMAX quality, so that analogue film is obsolete. An IMAX FULL FRAME 1.43:1 holds around 16K of resolution and superior than any digital camera. This is the goal.

>> No.3395517

>>3393565
a lot of current gen can't even hit 60.

>> No.3395539

>>3392354
99% of 2d games
>>3392363
lol
>>3393026
>Showing a frame for an instant blanking it again gives the illusion of smoothness.
No it doesn't. It removes motion blur.

>> No.3395730

>>3395517
>can't
does not want to, or is not designed to. There's a bit difference

>> No.3396214

>>3395539
>It removes motion blur
Hence the illusion of smoothness.

>> No.3396215

>>3395286
If that's the case, I don't see the point in 8K, might as well perfect 4K until we are ready to reach the ultimate goal.

>> No.3396253

>>3394769
Can't tell if trolling or just really, really stupid.

>> No.3396627

>>3396253
Of course you cant. Your that ignorant.

>> No.3396674
File: 56 KB, 640x640, 2621_front.jpg [View same] [iqdb] [saucenao] [google]
3396674

>> No.3396878

60 FPS retro games are pretty common but what about non-standard framerates above 60 ? anyone know games like that? my CRT can get up to 160 Hz so i would like to try some stuff

>> No.3397242

>>3396878
dumb.as.fuck

>> No.3397398
File: 286 KB, 600x600, premium-bait-dip-9275.png [View same] [iqdb] [saucenao] [google]
3397398

>>3396627

>> No.3397473

>>3392354
Nothing PAL