Skullgirls 2nd Encore

Skullgirls 2nd Encore

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Capped FPS ?
Hi there,
I was wondering if the framerate of the game is capped to a specific value.
The reason: I do have a 144 hz monitor, therefor I'd like to play a good beat em' up which is able to display all 144 fps.
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Showing 1-6 of 6 comments
Simply Rikkid Dec 18, 2014 @ 4:00pm 
I have no idea, but I don't think the character are animated at anything above 60 frames.
The game is locked at 60 fps for obvious technical reasons pertaining to gameplay.
GG Player Dec 18, 2014 @ 8:04pm 
Originally posted by Liquid Lieberman:
I have no idea, but I don't think the character are animated at anything above 60 frames.
What FPS the characters are animated at have nothing to do with the game FPS. I can't remember the exact number but they're animated at around the 30fps mark with the lowest being Double aniamted at 12fps for some animations if memory serves.

Also fighting games are locked at 60fps for gameplay purposes.
Last edited by GG Player; Dec 18, 2014 @ 8:05pm
Nico Feb 19, 2017 @ 8:20pm 
Originally posted by Ashxu:
Originally posted by Liquid Lieberman:

Also fighting games are locked at 60fps for gameplay purposes.

How does framerate affect gameplay?

so someone decided that fighting games must be cinematic mode and everyone obeys
1.2M | Missingno. Feb 19, 2017 @ 10:14pm 
I don't think there's a single fighting game out there with variable framerates, definitely not 2D ones. SG, like every other fighter I know, has the game logic tied to 60fps*, and there's several reasons for it. Always polling input at 60Hz keeps your execution consistent when it comes to combos and parries and whatnot, and makes netcode so much simpler - you couldn't get something as smooth as GGPO with variable framerates.

But even more importantly, frames become a unit of measurement the game is balanced around. You'll frequently hear players talk about how fast moves start up, how quickly they recover, how strict the timing on combos is, and pretty much everything in the game in terms of framedata. Fighting games are all about frames, and trying to make one without them would be extremely complicated.

As for the sprites themselves, that tends to vary. Some frames are held for longer or shorter if Mike wanted to adjust the timing from how they were originally drawn - many moves have gotten framedata changes over the course of this game's many patches. I'm not sure exactly how fast most animations typically are, but I know the framecount is high enough to look smooth, like this style of hand-drawn animation always is.

And there's a pretty simple reason for not drawing every single animation at 60, let alone 144fps - that's a crazy ♥♥♥♥♥♥♥ of work! 2D sprites are almost never drawn at 60fps in any game, regardless of what the engine runs at. You don't actually need that many frames to have 60fps motion, as the same sprite can change its position every frame even if the sprite itself doesn't change that rapidly. Try setting Training Mode to 10% speed and jumping to see what I mean here.

In fact, this game already holds the world record for most frames of animation per character with ~1400 each. And each one of those frames is individually hand-drawn. Unless you're volunteering to draw several thousand more inbetweens for the entire roster, true 144fps ain't happening here or anywhere else!

*Actually, the game runs a little faster than 60fps, as Mike decided to speed it up later on by adding frameskip similar to old Capcom games. I think the effective framerate is like 72fps or so now?
Hiro Protagonest Feb 20, 2017 @ 11:03am 
Originally posted by Nico:
How does framerate affect gameplay?

so someone decided that fighting games must be cinematic mode and everyone obeys
gr8 b8 m8, I r8 8/8
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Date Posted: Dec 18, 2014 @ 3:32pm
Posts: 6