Teenage Mutant Ninja Turtles: Shredder's Revenge

Teenage Mutant Ninja Turtles: Shredder's Revenge

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fenderjaguar Aug 11, 2022 @ 12:37pm
higher frame rate?
does it run higher than 60fps?

I know 60 fps would usually be enough, but I was looking at walkthrough of the game, and levels like "mutants over broadway" looks like complete eye cancer, even at 60. 120fps would be really nice

https://youtu.be/3xtrKOMcQgc?t=955
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Showing 1-15 of 17 comments
Alio Aug 11, 2022 @ 1:37pm 
I'm running it at 120fps locked with Gsync. No issues here. Game is silky smooth.
Last edited by Alio; Aug 11, 2022 @ 1:37pm
fenderjaguar Aug 11, 2022 @ 4:06pm 
really, it runs at 120 fps, not just 60 fps in 120hz mode?
Morbis Aug 11, 2022 @ 5:19pm 
It looks smoother in-game from what I can tell from the video. Having the screenshake effect on makes it look worse than it actually is though.
Why not just try it yourself and refund if you don't like how it runs?
Disposable_Hero Aug 11, 2022 @ 11:39pm 
Originally posted by Super Cyborg:
really, it runs at 120 fps, not just 60 fps in 120hz mode?
you are correct, internal frame step in C# source code is always 1 / 60, even if the renderer runs with 120Hz / vsync. if you disable vsync, you are back to 60fps instead of being uncapped.
Last edited by Disposable_Hero; Aug 12, 2022 @ 12:10am
fenderjaguar Aug 12, 2022 @ 4:01am 
whilst it does technically run at higher frame rates, I can confirm what disposable hero just said, it still only has 60fps of animation
Coffee Nov 10, 2022 @ 8:37pm 
Any change they update it? I was wondering too, animation are still 60hz.

I heard they had huge issues animation related so I doubt it will happens. Kinda sad!
Ñimbus Jun 25, 2023 @ 2:19pm 
Originally posted by Disposable_Hero:
Originally posted by Super Cyborg:
really, it runs at 120 fps, not just 60 fps in 120hz mode?
you are correct, internal frame step in C# source code is always 1 / 60, even if the renderer runs with 120Hz / vsync. if you disable vsync, you are back to 60fps instead of being uncapped.
I tried the game and it does not have the smoothness of other 120 fps games, so you might be very correct. It is a pity, though.
H-Foundry PIXIV Jun 25, 2023 @ 10:29pm 
any sort of screen panning, scrolling, and linear character movement should look better at 120 over 60. You can test it yourself with frame limiter settings in third party programs or just setting the numbers in nvidia control panel before launching the game.
Coffee Jun 25, 2023 @ 11:53pm 
Originally posted by H-Foundry PIXIV:
any sort of screen panning, scrolling, and linear character movement should look better at 120 over 60. You can test it yourself with frame limiter settings in third party programs or just setting the numbers in nvidia control panel before launching the game.

Nvidia control panel won't increase the framerate if your game is locked at 60hz enginewise.
H-Foundry PIXIV Jun 26, 2023 @ 12:37am 
If by enginewise you mean framedata, then no. That's not what that option is about

For example the framerate in Tekken7 can be put past 60, even though the framedata is always 60.
Junker-2047- Jun 26, 2023 @ 8:38am 
Certain things are just lacking frames. Throwing enemies at the screen, for example, looks terrible because it has like 3 frames of animation and no real scaling. Looks like pixel throwup getting bigger.
There are 3 stages, render surface, camera updates and animation updates.
You can definitely have the render surface run at 120 but the camera still only updates at 60. Animations/position likely the same. I'd love a high framerate mode, things look so much clearer in it.
usa423 Jan 15 @ 5:57pm 
May I ask how exactly are you running it at higher than 60 fps?
usa423 Jan 15 @ 7:20pm 
Real life has no frame rate, when I move a chess piece across the board there is no "lag". Nor when someone would flip on a light switch connected to an incandescent light bulb.

These things seem to make a difference. Frame rate, sample rate....lag.
Coffee Jan 15 @ 7:44pm 
Originally posted by usa423:
Real life has no frame rate, when I move a chess piece across the board there is no "lag". Nor when someone would flip on a light switch connected to an incandescent light bulb.

These things seem to make a difference. Frame rate, sample rate....lag.

Lag isn't framerate related!
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