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Never scaled down a game before?
Is NTSC 60 fps?
In North America, parts of South America and Japan, frame rates of 29.97 (30) FPS and 59.94 (60) FPS respectively are used, also known as NTSC.
In most of Europe, and other countries, 25 FPS or 50 FPS are used, also known as PAL.
This stopped being a factor with modern screens.
Also, keep your tone in check, it does not make the point you think it makes regarding the validity of your arguments.
For single player yes . the issue is it would be disorienting for some to switch between both which then would then pollute the idea around online.
In time 1080p 120fps will be a standard and that's when the move to 120 fps for fighting games is a time to do so.
You have about 10 years before the market will be willing to adopt that as the new baseline where currently 60 fps and 60hz is a global market.
Atm you have the 120 fps players in college in 10 years they will be making big business decisions that will scale the market to a direction.
Simply put, too soon.
welcome to the rest of the poverty line where the USA and EU are not thought of as consumers.
Ie the majority of the market after sales.
Its a business trying to capitalize off the global market not only sell to the Jonse's
Pretty much . I like 4k but I'm treated as insane for adopting it back in 2019 lol
Already have a EVGA 1300 watt with a ROG strix 670E-F Mobo. Next is the CPU 78003D 64 GB ram with 6000mhz. Thinking of moving my RTX 3090 into the new PC and turning the old one into a firewall / pass though.
So ya despite i have plans to upgrade I still respect people who cant afford to but then again I think self esteem is a shared thing not a centralized hunting sport.
https://youtu.be/kIAlTAmpqlY?t=41
Game's tickrate doesn't have to be tied to engine's tickrate and rendering pipeline. When you tie them and lock the rendering FPS and game's tickrate, it's just a bad solution.
You're exposing your misunderstanding about games, game development and programming concepts.
They are like any other genre. It's a common misconception in a lot of the gamer's minds(which don't actually understand how games work and haven't programmed anything in their lives, so they don't understand what they're talking about at all) that fighting games are special and not like other genres. But from a programming point of view they are. They use the same engines, concepts, technologies and patterns as other fighting games. There is no special difference between Tekken 7 or 8 and Fortnite or Fortnite, they're just 4 Unreal Engine games.
Wrong. You don't need to. And nobody's seeing the exact same thing happening on your screen as your opponent when you play online. You'd know this if you ever had to program anything online-related, and had to locally replicate newly arrived data from the network.
Since the moment Tekken went online, on every game tick the game constantly rolls back states and locally replicates newly arrived inputs from the opponent, and then you get a teleport on your screen, but your opponent doesn't, so you don't see the same thing as your opponent. Here's an example: https://www.youtube.com/watch?v=VcKjRNGJ6Rw
The Bryan player didn't teleport on their screen. Bryan player only teleported on RIP's screen, that's because of how network games work, and Tekken isn't special here at all.
That's, again, just bad implementation on the developer part, nothing more. If they did their job better, it would work on any FPS: 10, 20, 30, 60, 600, whatever.
It would work just fine if the developers did a good job at developing their game.
60 FPS isn't minimum. 24 FPS is minimum for the image to turn from a slide show to a video for our eyes. That's why movies by default are still 24 FPS to this day: https://youtu.be/_jgKYLdua4Q?t=70
More isn't just nice, it helps to recognize movement faster, more pleasurable to play, lower input lag. There are a lot of reasons to play at higher FPS and a higher Hz monitor.