I'm agreeing with you, I think just the way you worded consoles handle 30fps with ease confused me a bit, but I agree that while PC hardware can produce more powerful graphics and gameplay. The fps is generally unstable no matter what locks one chooses. I have a gtx 770, so I normally hit up to 60 fps on current games, although the recent ones have took another leap and I may have to upgrade soon, and I've been a PC gamer for years. So yea, I know about the experience. The whole point is that console games are entirely built around 30 fps, so while PC may be able to get higher fps, a lot of times it's not as smooth as what a console achieves with stability, barring some games specifically designed for pc's, and some good ports.
It's not that PC games can't handle 30fps with ease. It's that games are built and optimized for consoles (especially first party Nintendo games) and they are built with 30fps in mind. The whole game is built around that. PC games aren't ported or optimized for a particular fps as some people play at 30, 60, 120' or even higher. Some PC games made for PC have less of this issue, and very good ports, but in general it's always been an issue in the PC gaming world. Unless one wants to spend a lot of money on a g-sync monitor.
It's kiddies who don't understand why 60fps was demanded for pc games and competitive games. They saw the bigger number and thought it was necessary for everything. It was always demanded for competitive games, and games that function with a mouse. The console players just adopted that mentality not realizing what it was meant for originally. For console single player games, there's no need for 60, especially since it's demanding on hardware. For competitive games, 60 should be the standard for all platforms. That's pretty much the way it is now so...
What exactly is the issue? That it isn't 60fps? The console club needs to know that 30fps is frowned upon in the PC gaming world because it's very hard to achieve a smooth framerate at 30fps because of the massive fluctuation of fps. 30fps on consoles is usually when well done buttery smooth. It's not the framerate but the consistency of the frames that matter the most.
The game is a huge graphical remaster. This was far from just a resolution upgrade. Geometry, textures, lighting, shadows, polygon fixes and increases on certain objects, and yes of course going from 480p-1080p. Not to mention the many gameplay changes we've heard now and will discover as we play the game. I don't know what people are wanting to see, but it's harder not to notice how big of a improvement the graphics are.
Comments 5
Re: Video: Digital Foundry Tackles the Native Resolution and Framerate in The Legend of Zelda: Twilight Princess HD
@Cathousemaster
I'm agreeing with you, I think just the way you worded consoles handle 30fps with ease confused me a bit, but I agree that while PC hardware can produce more powerful graphics and gameplay. The fps is generally unstable no matter what locks one chooses. I have a gtx 770, so I normally hit up to 60 fps on current games, although the recent ones have took another leap and I may have to upgrade soon, and I've been a PC gamer for years. So yea, I know about the experience. The whole point is that console games are entirely built around 30 fps, so while PC may be able to get higher fps, a lot of times it's not as smooth as what a console achieves with stability, barring some games specifically designed for pc's, and some good ports.
Re: Video: Digital Foundry Tackles the Native Resolution and Framerate in The Legend of Zelda: Twilight Princess HD
@liveswired
It's not that PC games can't handle 30fps with ease. It's that games are built and optimized for consoles (especially first party Nintendo games) and they are built with 30fps in mind. The whole game is built around that. PC games aren't ported or optimized for a particular fps as some people play at 30, 60, 120' or even higher. Some PC games made for PC have less of this issue, and very good ports, but in general it's always been an issue in the PC gaming world. Unless one wants to spend a lot of money on a g-sync monitor.
Re: Video: Digital Foundry Tackles the Native Resolution and Framerate in The Legend of Zelda: Twilight Princess HD
It's kiddies who don't understand why 60fps was demanded for pc games and competitive games. They saw the bigger number and thought it was necessary for everything. It was always demanded for competitive games, and games that function with a mouse. The console players just adopted that mentality not realizing what it was meant for originally. For console single player games, there's no need for 60, especially since it's demanding on hardware. For competitive games, 60 should be the standard for all platforms. That's pretty much the way it is now so...
Re: Video: Digital Foundry Tackles the Native Resolution and Framerate in The Legend of Zelda: Twilight Princess HD
@Cathousemaster
What exactly is the issue? That it isn't 60fps? The console club needs to know that 30fps is frowned upon in the PC gaming world because it's very hard to achieve a smooth framerate at 30fps because of the massive fluctuation of fps. 30fps on consoles is usually when well done buttery smooth. It's not the framerate but the consistency of the frames that matter the most.
Re: Video: Digital Foundry Tackles the Native Resolution and Framerate in The Legend of Zelda: Twilight Princess HD
The game is a huge graphical remaster. This was far from just a resolution upgrade. Geometry, textures, lighting, shadows, polygon fixes and increases on certain objects, and yes of course going from 480p-1080p. Not to mention the many gameplay changes we've heard now and will discover as we play the game. I don't know what people are wanting to see, but it's harder not to notice how big of a improvement the graphics are.