BLADECHIMERA

BLADECHIMERA

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Support high frame rates?
It looks quite interesting but not buying if there’s no support for high frame rates. 60fps locks must go away it’s 2025 already.
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Showing 1-11 of 11 comments
Phishfood Jan 15 @ 10:16pm 
It's a pixel game, how many frames of animation are you expecting?
Originally posted by Phishfood:
It's a pixel game, how many frames of animation are you expecting?
You don't have to animate new frames of animation at all. They already don't have remotely close to 60 frames of animation a second.

Higher frame rates will improve camera and character movement smoothness and decrease input latency. Hollow Knight is a great example of this, it's not bad at 60FPS but play it at 144FPS (or higher) and it's drastically smoother and more responsive.
Emmy Jan 16 @ 12:59am 
Nah it's 60, though with lossless scaling's frame generation, I'm playing at 120 and it feels nice. Aside from that and some weird control jank, the game itself has been incredibly fun. A true metroidvania love letter.
MARl0 Jan 16 @ 9:42am 
Originally posted by Phishfood:
It's a pixel game, how many frames of animation are you expecting?
Say you don't understand how frame rates work without saying you don't understand how frame rates work.
Tsuki Zero Jan 16 @ 10:25pm 
FPS snobs needs to stop thinking everything needs to be 144+ FPS. Animating is hard.
Emmy Jan 17 @ 6:52pm 
Originally posted by Tsuki Zero:
FPS snobs needs to stop thinking everything needs to be 144+ FPS. Animating is hard.
What you call snob behavior, I call enjoying vision.

Looking at movement in games at less than half of the hz one is used to can straight up be headache inducing.

It's like, imagine all those games you play at 60fps suddenly being locked to 24fps instead. It'd feel relatively chunky and your eyes would hate it.
Originally posted by Emmy:
Originally posted by Tsuki Zero:
FPS snobs needs to stop thinking everything needs to be 144+ FPS. Animating is hard.
What you call snob behavior, I call enjoying vision.

Looking at movement in games at less than half of the hz one is used to can straight up be headache inducing.

It's like, imagine all those games you play at 60fps suddenly being locked to 24fps instead. It'd feel relatively chunky and your eyes would hate it.
depends on how that lower framerate is handled. Seen a LOT of 30 FPS handled better than 60 FPS ones.
porath Jan 29 @ 5:08pm 
Originally posted by Tsuki Zero:
FPS snobs needs to stop thinking everything needs to be 144+ FPS. Animating is hard.

for a 2d pixel sidescroller, all that needs to be high framerate to improve the feel of the game is scrolling and sprite transformation. not the animations
Originally posted by porath:
Originally posted by Tsuki Zero:
FPS snobs needs to stop thinking everything needs to be 144+ FPS. Animating is hard.

for a 2d pixel sidescroller, all that needs to be high framerate to improve the feel of the game is scrolling and sprite transformation. not the animations
Not really, the engine can get impacted too, if movement is tied to "pixel per frame" for example.
LuckyXT7 Jan 30 @ 9:02pm 
Originally posted by Emmy:
Nah it's 60, though with lossless scaling's frame generation, I'm playing at 120 and it feels nice. Aside from that and some weird control jank, the game itself has been incredibly fun. A true metroidvania love letter.
... wouldn't that *increase* your input lag? AI upscaling generally introduces input lag, and native support for higher frame rates is preferred.
Last edited by LuckyXT7; Jan 30 @ 9:02pm
Originally posted by Tsuki Zero:
FPS snobs needs to stop thinking everything needs to be 144+ FPS. Animating is hard.

For those of us who played pixel games in the CRT erea, I wouldn't say it's so much snobbery as we're looking for the same smoothness of background and foreground elements as they move across the screen. At 60fps on a sample and hold display (LCD, OLED, etc.) you don't really get that same smoothness below ~240hz or 100-120 w/ BFI enabled. This is something that's independent of the frames of animation. If you were to play Super Mario Brothers on a CRT and then on a flat panel @60Hz... and then on, say, an OLED @240+ Hz, you'd see what I mean if you were to look at objects or even bricks as they scrolled by.

So as far as Team Ladybug games, I guess like a lot of Japanese pixelart devs, everything is locked at 60fps?

EDIT: Figured out @Emmy was talking about the Lossless Scaling Steam app, which turns out to be incredibly good. Still wish the devs could get with the times and support higher refresh rates/uncap 60Hz limit.
Last edited by petregeus; Feb 1 @ 5:55pm
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