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Fordítási probléma jelentése
And just for the record: I play Strive in (the one and only available) 60 fps just fine. But that game has its own style and keypose animation thing which makes it feel different than any other fg.
Fighting games are unique in that they need a level of reliability and stability and repeatability most other games don't really need. They process the concept of time differently than is normally considered "correct" or best practice for games.
Each player must complete/process every, measured slice of time instead of looking at how much time it took to produce a pass on the game loop. Failing to deliver a frame on time generally causes the game to slow down instead of making bigger movements to "keep up to where things should be" the way one might describe what happens in most other games.
Each frame in a fighting game is known measure of time and some planning has to be made to decide how much time a frame is. Traditionally that has been 60fps because it's a pretty good fidelity input wise for players and was attainable technically at the same time. Not long ago fighting games were the only type of game near guaranteed to run at 60fps because less (30fps) really isn't enough fidelity for players.
Now that tech has caught up fighting games are falling behind frame wise. Trying to bump up the framerate the way things have been done would require that every player, and their device be able to hit a new target that would most likely be 120. That's every frame rendered on every device for every player WITHOUT FAIL or the game slows down. Current tech is nowhere near ready to assume that baseline.
Other options are to separate the logic and the visuals so you can have a lower fidelity input and game loop baseline, and render "extra" frames if a system is up to them. But someone has to figure out how to best go about doing that or some other strategy to get frames up without changing repeatability/predictability. And you got to tell the fps nerds that some frames they see aren't actually affecting the gameplay and hope a riot doesn't start. Most devs are just going to go with not reinventing a well working wheel.
I'd recommend everyone watch some vids on people using the SF6 training mode with the FPS tool to understand not just why fighting games are built this way, but how it's being used to make decisions on how to best approach playing the game. (footage from the beta tests, not the current demo which doesn't have it)
Also worth mentioning, it's 2023
It's a standard that can change. One that can allows players to play at either FPS cap, à la SamSho and BFTG.
- Server side tickrate (or Local)
- Client side tickrate (Graphical update)
- User input tickrate
When the game has "Server tickrate < Client tickrate", your PC is rendering FAKE screens which varies on each player's monitor. This is a source of CONFUSION, UNFAIRNESS and UNDETECTABLE CHEATERS. But in FPS games, that condition is acceptable because graphical consistency is not easily verifiable so NOBODY CAN CARE. Many FPS's online matches are scams. In fighting game, it's crucial to avoid it because every player will be verifying exactly what's happening on the screen frame by frame. Good fighting game needs to share the same screen with every player. (to simplify things, I don't talk about rollbacks here)Most FPS's server side tick is set at 20~60 samples per second. If you are playing these games with 144fps on a 144Hz monitor, you are having unfair advantage over other randomly matched players.
Also in most FPS games, client tickrate is set equal to its input tickrate. So if you have better PC, you have more commands and smoother movements on client side. This also gives UNFAIR advantage to certain players. You see, FPS's online multiplayer matches are made to be Pay-to-Win.
Street Fighter's online matches are set as below. This is to make sure every match is fair. I can safely say Capcom locked client tickrate (graphical update) at 60 updates/s as higher tickrate can give 1ms~20ms advantage to reacting players.
- Server side tickrate: 60
- Client side tickrate: 60
- User input tickrate: Infinite
Street Fighter 6's local (not online) matches however are set as below.Jeez the amount of copium for preorder boys is too deam high!
However, the unfair advantage point does not stick with me. In the same vain one can argue that playing on cheatbox is unfair advantage over others. Also, it's the same "my mother has texas instrument calculator, so everyone else who has a proper pc needs their experience downgraded so it would be fair"- argument that I've already made.
Plus, any game is pay-to-win by your definition. I've got a hitbox that updates 1000 times a second and you've got chinese encoder that does only 125? Well, the game is pay to win then! See? Absurd, isn't it?
Well that's very naiive way of looking at it. There will be a delay in every online game since your signal has to travel through numerous network switches, be processed (on server/host) and possibly even sent back as an ack. There's no way around it - it's a physical limitation of the internet. So, instead of waiting 100+ ms for every action you'd like to take, shooters have figured out that they can allow some leeway on inbetween the ticks and roll back the action if the're are conflicts. Fighting games are no different, so again, by your definition they too are as fake as the shooters.
There is work being done to uncap the framerate in fights for SF6 using REFramework. Don't know when that will be available.