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Your lack of comprehension and intelligence is there for all to see. Keep digging your own grave pal... you are not winning this argument.
So you agree that KI's rendering logic is not tied to the game logic. Thanks.
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
(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.
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.
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.
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:
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).
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.
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 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.
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.