Fields of Mistria

Fields of Mistria

Jinx Aug 24, 2024 @ 3:58pm
Higher framerates than 60fps?
I'm on a 120hz screen so it would be nice to actual run the game at the matching framerate. I know it's not needed for gameplay but it just looks a lot smoother than 60, especially on a 65" screen when everything is scrolling.
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Showing 1-12 of 12 comments
I'm going to be trying the game soon and +1 to this, please develop your game without tying everything to fps. This is a super outdated way of handling it and 120hz+ monitors have been available for many years at this point. Especially with really good-looking pixel art games like this it's always great being able to appreciate the smoothness of it in motion, and it sucks to have to go back down when the game can clearly be optimized to run at higher frame rates.
AetherLocke Aug 25, 2024 @ 3:44am 
Yeah, I have a 360hz monitor. Gimme all the frames!
Jinx Aug 25, 2024 @ 4:27am 
Originally posted by Duke Von Rollington:
I'm going to be trying the game soon and +1 to this, please develop your game without tying everything to fps. This is a super outdated way of handling it and 120hz+ monitors have been available for many years at this point. Especially with really good-looking pixel art games like this it's always great being able to appreciate the smoothness of it in motion, and it sucks to have to go back down when the game can clearly be optimized to run at higher frame rates.
For me it's the scrolling, like when you're moving in a way that makes the entire screen shift. It's hard to explain but watching graphics like this scroll on a large screen feels kind of choppy to me somehow, much more than playing a regular game like say Valheim at 60fps would.

I really don't understand why so many indie games lock to only 60 like this when clearly any modern GPU (heck most old or integrated) can handle them at high framerates. It's also going to affect how well these games *age*, as refresh rates are just going to get higher over time and you want the game to be able to keep up with modern expectations so to speak.
Bear Aug 25, 2024 @ 2:29pm 
Thanks, checked steam forums before purchase. Won't be buying.
Originally posted by Jinx:
Originally posted by Duke Von Rollington:
I'm going to be trying the game soon and +1 to this, please develop your game without tying everything to fps. This is a super outdated way of handling it and 120hz+ monitors have been available for many years at this point. Especially with really good-looking pixel art games like this it's always great being able to appreciate the smoothness of it in motion, and it sucks to have to go back down when the game can clearly be optimized to run at higher frame rates.
For me it's the scrolling, like when you're moving in a way that makes the entire screen shift. It's hard to explain but watching graphics like this scroll on a large screen feels kind of choppy to me somehow, much more than playing a regular game like say Valheim at 60fps would.

I really don't understand why so many indie games lock to only 60 like this when clearly any modern GPU (heck most old or integrated) can handle them at high framerates. It's also going to affect how well these games *age*, as refresh rates are just going to get higher over time and you want the game to be able to keep up with modern expectations so to speak.
I have experienced that kind of choppy camera panning but can't really put it well into words why it happens. Like some games at a locked 60 will still run "smoothly" without background stutter while others won't. I think it simply comes down to the quality of the game's code, though there are other factors that can come into play, like if you're using multiple monitors, gpu settings, etc.

My understanding is that it's easier for developers to slap on an fps lock and only ensure that the game runs correctly at that designated frame rate, but this isn't good practice. In terms of arbitrary fps locks Gravity Circuit is a bad offender for me. That game has great mechanics and feels really good to play, and it's a very fast side-scrolling game that's locked to 60 fps, so it looks bad in motion because all the sharp pixel art in the background just turns into a smeared cloud of colors. It's a bad design choice and as much as I hate to admit it it's kind of a red flag for me at this point. I get the feeling some indie devs need to get with the times and take the time to program their games correctly.
Last edited by Duke Von Rollington; Aug 25, 2024 @ 4:06pm
Jinx Aug 25, 2024 @ 5:25pm 
Originally posted by Duke Von Rollington:
Originally posted by Jinx:
For me it's the scrolling, like when you're moving in a way that makes the entire screen shift. It's hard to explain but watching graphics like this scroll on a large screen feels kind of choppy to me somehow, much more than playing a regular game like say Valheim at 60fps would.

I really don't understand why so many indie games lock to only 60 like this when clearly any modern GPU (heck most old or integrated) can handle them at high framerates. It's also going to affect how well these games *age*, as refresh rates are just going to get higher over time and you want the game to be able to keep up with modern expectations so to speak.
I have experienced that kind of choppy camera panning but can't really put it well into words why it happens. Like some games at a locked 60 will still run "smoothly" without background stutter while others won't. I think it simply comes down to the quality of the game's code, though there are other factors that can come into play, like if you're using multiple monitors, gpu settings, etc.

My understanding is that it's easier for developers to slap on an fps lock and only ensure that the game runs correctly at that designated frame rate, but this isn't good practice. In terms of arbitrary fps locks Gravity Circuit is a bad offender for me. That game has great mechanics and feels really good to play, and it's a very fast side-scrolling game that's locked to 60 fps, so it looks bad in motion because all the sharp pixel art in the background just turns into a smeared cloud of colors. It's a bad design choice and as much as I hate to admit it it's kind of a red flag for me at this point. I get the feeling some indie devs need to get with the times and take the time to program their games correctly.
I'm not sure what the judder is, it might be a vsync issue or something? I want to try black frame insertion (which would take advantage of the 120hz screen) but my TV disables it in game mode. Though I've heard 60fps has better clarity and latency on a 120hz screen. Then there's things like VRR, low framerate compensation, etc... all this display stuff makes my head hurt.
Shazoo Aug 25, 2024 @ 6:20pm 
Originally posted by Bear:
Thanks, checked steam forums before purchase. Won't be buying.
Guess you're part of the 2% of people who don't enjoy the game then.

Honestly the game runs super smooth on deck at 60fps or 120hz on monitors (still at 60fps). Game maker engine does some weird things over 60hz but it can be done but it's why most of the popular GM engine games are 60 or under. If having 120hz support came with kicking something else off the roadmap (since dev's can only dev so much) then count me -1. Otherwise if it can be done without too much hassle, +1 here too.
Originally posted by Jinx:
I'm not sure what the judder is, it might be a vsync issue or something? I want to try black frame insertion (which would take advantage of the 120hz screen) but my TV disables it in game mode. Though I've heard 60fps has better clarity and latency on a 120hz screen. Then there's things like VRR, low framerate compensation, etc... all this display stuff makes my head hurt.
I always play with my monitor at 120hz or higher regardless of game fps for less input latency, it's very noticeable to me. I've tried black frame insertion for this kind of scenario (120hz, 60 fps game) and any improvement it gives is pretty small in my experience. Trying different vsync settings is always a good idea, or just try running the game with your monitor at 60hz.

Originally posted by Shazoo:
Honestly the game runs super smooth on deck at 60fps or 120hz on monitors (still at 60fps). Game maker engine does some weird things over 60hz but it can be done but it's why most of the popular GM engine games are 60 or under. If having 120hz support came with kicking something else off the roadmap (since dev's can only dev so much) then count me -1. Otherwise if it can be done without too much hassle, +1 here too.
Yeah I definitely get having to set priorities. At the end of the day a game can of course be just fine if it's locked at 60, it'd just be nice if it wasn't lol. I'm not getting my hopes up because I know it can be a lot of work that the devs don't think is worth the effort, but who knows.
Last edited by Duke Von Rollington; Aug 25, 2024 @ 8:23pm
mielon Aug 25, 2024 @ 8:51pm 
You can try x2 frame generation from Lossless Scaling app(here on steam, refundable), it will have artefacts (UUUU patterns, stairs) but the game will be displayed at 120fps and motion will be smooth. I use it for 60fps locked games cause i can't stand the choppy motion, it's fine on a CRT screen but LCDs are too sharp and need higher refresh rate.
Jinx Aug 26, 2024 @ 2:11pm 
Originally posted by mielon:
You can try x2 frame generation from Lossless Scaling app(here on steam, refundable), it will have artefacts (UUUU patterns, stairs) but the game will be displayed at 120fps and motion will be smooth. I use it for 60fps locked games cause i can't stand the choppy motion, it's fine on a CRT screen but LCDs are too sharp and need higher refresh rate.
Not a bad idea though I think the artifacts in such a crisp looking game would drive me even more crazy than judder or low framerates lol

Originally posted by Duke Von Rollington:
I always play with my monitor at 120hz or higher regardless of game fps for less input latency, it's very noticeable to me. I've tried black frame insertion for this kind of scenario (120hz, 60 fps game) and any improvement it gives is pretty small in my experience. Trying different vsync settings is always a good idea, or just try running the game with your monitor at 60hz.

I ended up with the TV at 120hz, with VRR on, and vsync off in the game's settings. Obviously I'd rather have 120fps but this at least seems to have gotten rid of the odd judder I was getting. I'm just gonna enjoy the game and keep my fingers crossed for a framerate update in the future.
Last edited by Jinx; Aug 26, 2024 @ 2:12pm
SimuLord Aug 26, 2024 @ 2:58pm 
My monitor refreshes at 100Hz, I'd like to be able to turn Vsync on.

On the bright side, my graphics card runs cool as the other side of the pillow (around 34-35 C on an RTX 4070) and doesn't heat my small apartment on a hot summer day while playing.
Sabotage Jan 14 @ 1:17am 
I'm having issues with this too. I get a lot of judder when the screen pans because VRR/Adaptive Sync doesn't work correctly with this game. The only way I can fix it is to manually set my monitor's refresh rate to 60 fps before playing.
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Date Posted: Aug 24, 2024 @ 3:58pm
Posts: 12