Mortal Kombat 1

Mortal Kombat 1

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ashalt79 Dec 4, 2023 @ 12:01pm
120 fps
can mk1 run at 120 fps?
the highest i can go is 60fps.
im running nvidia geoforce rtx 4060
my monitor can run up to 144htz
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Showing 16-30 of 35 comments
acowsik Dec 7, 2023 @ 8:53pm 
Originally posted by Actual Sprinkle Taters:
Originally posted by acowsik:

If you want to continue acting ignorant, be my guest. I am just stating hard facts. If you cannot accept that, not my problem.

dem fax so hard

saw them bitchslap a tiger

from 1 inch

pinky first

1 inch pinky finger tiger bitchslap

tiger go boom like something ed boom esplode. pluck one of his eyebrow, drag it along a stone. throw it over shoulder not even look

crazy boom 120 fps not enough to handle

Your lack of comprehension and intelligence is there for all to see. Keep digging your own grave pal... you are not winning this argument.
Infevo Dec 7, 2023 @ 11:09pm 
Originally posted by Immortal:
Originally posted by Infevo:

That's not an argument. There are fighting games that run at higher frame rates (KI e.g.). It depends on whether the game logic is tied to the rendering pace.

That's not true. KI runs internally at 90 fps but renders everything on your end at 60 fps like EVERY other fighting game.

So you agree that KI's rendering logic is not tied to the game logic. Thanks.
HouseParty420 Dec 8, 2023 @ 3:04am 
Every game on PC should allow up to at least 1000 frames per second. If companies want to sell "1 MS response time" monitors then the only REAL way is to get the required frames to play at 1 MS, which is 1000 frames per second.
If you enjoy playing at 60 frames and having an internal 16.67 MS delay then you do you. The only REAL reason to buy Nickelodeon All-Stars is because they have uncapped frame rate so playing a fighting game at 240 frames per second, which is 4.16 MS delay, felt so responsive and fun. Even if you're playing on a low hertz (60) monitor you will still have a much lower MS delay which means your "hits/shots/bullets/attacks/movement/combos/inputs", just everything, is faster and theoretically you will see more on your screen since you are able to move your screen faster because of how much faster your inputs are being put into the game vs capped at 60 frames per second.
End of discussion
Infevo Dec 8, 2023 @ 3:11am 
Originally posted by HouseParty420:
Every game on PC should allow up to at least 1000 frames per second. If companies want to sell "1 MS response time" monitors then the only REAL way is to get the required frames to play at 1 MS, which is 1000 frames per second.

(Given a lack of synchronization:)

If a frame is being rendered every 17ms and your monitor refreshes every 17ms then the displayed frame can be delayed by up to 17ms (monitor frequency). However, the higher your screen's refresh rate, the lower that delay is at its worst case. So, of course, you will have a benefit from playing on a 1000hz screen as the rendered frame will be displayed the moment it was rendered.
The same logic applies the other way around. If you render faster than your refresh rate puts out individual frames, then the difference of time between displayed frame and the most recently rendered frame can be minimized by a faster rendering pace. This also can be perceived as delay.
Last edited by Infevo; Dec 8, 2023 @ 3:13am
HouseParty420 Dec 8, 2023 @ 3:47am 
@Infevo
If you open a display graph in a video game and you raise the frame rate you will start seeing the input delay (MS) get reduced which means that your inputs to the game will be faster than someone who has lower frames than you.

*Refresh rate has absolutely nothing to deal with frame rate other than just being able to see the frames BUT YOU WILL STILL FEEL THE FRAMES IN YOUR INPUTS.*

If you and someone else were to shoot each other at the same exact moment with the same internet connection it would be based on whoever has the highest frame rate because of how input delay works.

If you believe otherwise you need to stay on console and stop breaking the community ToS for trolling when i'm just trying to give you factual information on how it actually works.
TheMandalOrian Dec 8, 2023 @ 4:06am 
Be happy about 60fps. I have a 6800XT GPU and AMD Ryzen 7 and max fps that i get is 30FPS even on lowest graphik settings. It is horrible. So be HAPPY about 60fps.
Infevo Dec 8, 2023 @ 4:08am 
Originally posted by HouseParty420:
@Infevo
If you open a display graph in a video game and you raise the frame rate you will start seeing the input delay (MS) get reduced which means that your inputs to the game will be faster than someone who has lower frames than you.

How do you "open a display graph in a video game"?

Other than that I have no contention with what you said. Not sure why you feel the urge to share banalities with me.



Originally posted by HouseParty420:
*Refresh rate has absolutely nothing to deal with frame rate other than just being able to see the frames BUT YOU WILL STILL FEEL THE FRAMES IN YOUR INPUTS.*

That's what I elaborated on. Perhaps you missed my two paragraphs on this phenomenon in which I addressed the ambiguity/falsehood you shared prior:

the only REAL way is to get the required frames to play at 1 MS, which is 1000 frames per second.

Originally posted by HouseParty420:

If you and someone else were to shoot each other at the same exact moment with the same internet connection it would be based on whoever has the highest frame rate because of how input delay works.

Another banality. And horribly framed at that. That last sentence is utterly useless What exactly is "it" that is based on "how input delay works"? And how does input delay work? Input delay is a simple phenomenon defined by the delta in time between input (whether user input or further processing) and whatever you would expect from it as a result of it. You can arbitrarily decide to observe input lag holistically or just partially.

Game logic (physx, backend calculations) is not tied to render logic (frame rate) is not tied to displayed information (refresh rate).

Originally posted by HouseParty420:
If you believe otherwise you need to stay on console and stop breaking the community ToS for trolling when i'm just trying to give you factual information on how it actually works.

I am not sure what factual information you refer to. Your English is hideous and you seem not to comprehend or take the time to properly read what I wrote.
HouseParty420 Dec 8, 2023 @ 4:33am 
LMFAO did the mods of Mortal Kombat remove my message of me telling the mods to ban this dude because of the way this dude is trolling this post while I get in trouble if I were to act the way he does?!?!??!?!
Last edited by HouseParty420; Dec 8, 2023 @ 4:34am
imsouporcereal Dec 8, 2023 @ 6:31am 
FPS stands for "frames per second." Fighting games are functionally based on the animation frames of each move. So if a punch is 9 frames, it is taking 9 of those 60 frames. I know it seems weird, but if you made the game run at 120 fps, all moves in the game would then perform 2 times faster than they are supposed to.

If someone already explained this, I apologize.
Infevo Dec 8, 2023 @ 6:52am 
Originally posted by imsouporcereal:
FPS stands for "frames per second." Fighting games are functionally based on the animation frames of each move. So if a punch is 9 frames, it is taking 9 of those 60 frames. I know it seems weird, but if you made the game run at 120 fps, all moves in the game would then perform 2 times faster than they are supposed to.

If someone already explained this, I apologize.

Game logic (CPU/GPU/RAM frequency) =/= render logic (framerate) =/= displayed information (refresh rate/screen frequency)

In fact, it is largely an arbitrary convention to consolidate/tie game logic with/to render logic in fighting games. It does make things easier and more transparent but there is no necessity. In fact you could give players variable frame rates as we have them for 99% of games. The timings for links would be exactly the same.
Last edited by Infevo; Dec 8, 2023 @ 7:30am
KripTed Dec 8, 2023 @ 7:12am 
I mean you’d think as we progressed with technological advancements, we’d be able to push new boundaries. Such as a fighting game with frame data capable of 120 fps.
imsouporcereal Dec 8, 2023 @ 11:29am 
Originally posted by Infevo:
Originally posted by imsouporcereal:
FPS stands for "frames per second." Fighting games are functionally based on the animation frames of each move. So if a punch is 9 frames, it is taking 9 of those 60 frames. I know it seems weird, but if you made the game run at 120 fps, all moves in the game would then perform 2 times faster than they are supposed to.

If someone already explained this, I apologize.

Game logic (CPU/GPU/RAM frequency) =/= render logic (framerate) =/= displayed information (refresh rate/screen frequency)

In fact, it is largely an arbitrary convention to consolidate/tie game logic with/to render logic in fighting games. It does make things easier and more transparent but there is no necessity. In fact you could give players variable frame rates as we have them for 99% of games. The timings for links would be exactly the same.
I don't know enough about the source code of MK1 to dispute this. But in Dark Souls 2, weapon degradation was tied to frame rate. Forcing the game to run at 60 fps would make your weapons degrade twice as fast.

I would like to see this game running 120 fps if it is actually possible. It would definitely make it easier to see what exactly is happening during combat.
Infevo Dec 8, 2023 @ 11:55am 
Originally posted by imsouporcereal:
Originally posted by Infevo:

Game logic (CPU/GPU/RAM frequency) =/= render logic (framerate) =/= displayed information (refresh rate/screen frequency)

In fact, it is largely an arbitrary convention to consolidate/tie game logic with/to render logic in fighting games. It does make things easier and more transparent but there is no necessity. In fact you could give players variable frame rates as we have them for 99% of games. The timings for links would be exactly the same.
I don't know enough about the source code of MK1 to dispute this. But in Dark Souls 2, weapon degradation was tied to frame rate. Forcing the game to run at 60 fps would make your weapons degrade twice as fast.

I would like to see this game running 120 fps if it is actually possible. It would definitely make it easier to see what exactly is happening during combat.

Making the deliberate decision to tie game logic to render pacing in few rare examples does not mean you can project this concept onto every game developed ever. This is being done in a minority of games.
imsouporcereal Dec 8, 2023 @ 12:16pm 
Originally posted by Infevo:
Originally posted by imsouporcereal:
I don't know enough about the source code of MK1 to dispute this. But in Dark Souls 2, weapon degradation was tied to frame rate. Forcing the game to run at 60 fps would make your weapons degrade twice as fast.

I would like to see this game running 120 fps if it is actually possible. It would definitely make it easier to see what exactly is happening during combat.

Making the deliberate decision to tie game logic to render pacing in few rare examples does not mean you can project this concept onto every game developed ever. This is being done in a minority of games.
Right, so do you know for a fact that MK1 does not function this way?
popsicle Dec 8, 2023 @ 3:49pm 
Originally posted by imsouporcereal:
I would like to see this game running 120 fps if it is actually possible. It would definitely make it easier to see what exactly is happening during combat.

Two things holding you back.

#1 the 60 tick servers online. 60 ticks = 60 fps limit
#2 the face scans are possibly done in 30fps. Which explains why the faces already looked screwed up when used with the 60fps mod patch. Pushing the face scans to 120fps will break even more.
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Date Posted: Dec 4, 2023 @ 12:01pm
Posts: 35