Rise of the Tomb Raider

Rise of the Tomb Raider

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tonerton 2016 年 1 月 28 日 下午 7:36
Cutscenes 30fps
Are the cutscenes really 30fps? Gameplay is 60fps for me, but how about the cutscenes? can anybody tell me how to fix this? Cutscenes should be 60fps too
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internisus 2016 年 1 月 29 日 下午 8:04 
Oh yeah! I heard about that thing with the cape running at half the game's framerate. Supposedly it was to reduce the performance cost of the cloth's physics simulation. Kind of clever to run different graphics elements at different frame rates to get around console limitations, but it's very annoying when those compromises are retained for the PC releases.
venom4911 2016 年 1 月 29 日 下午 8:29 
im pretty sure almost all cutscenes are actually rendered in-game (check out the movies folder and watch the bink files with rad video tools). but the 30 fps issue may have something to do with this which i copied from the nvidia performance guide...maybe its not just limited to water and avalanche effects.

"Of the many additions, Crystal Dynamics' use of Side Effects' Houdini software is the most impressive. With this package highly realistic water effects and avalanches were created offline, recorded as Bink videos, and dynamically merged into real-time cutscenes to display visual effects that would be otherwise impossible to render. Less accurate effects could be rendered in real-time, though they wouldn't appear anywhere near as dramatic or thrilling."
internisus 2016 年 1 月 29 日 下午 8:59 
I don't know what the frame rate of those integrated video elements like the avalanche are, but they don't change the overall application frame rate like the pre-rendered cutscenes do; that is, the avalanche is part of gameplay while the pre-rendered cutscenes take you out of it in a literal sense by leaving the game engine to play a full-screen movie. The gameplay-integrated video makes sense as a technical means to accomplish what they wanted to do, but pre-rendered cutscenes that were clearly created in-engine but recorded and presented as fixed-resolution, low-framerate video files do not make sense.

In other words, there's no alternative to the integrated video of the avalanche; that's how they made it work in the game, period. But there are pre-rendered cutscenes that do not contain any elements which the in-game engine is incapable of generating, and as a result I don't understand why they aren't just real-time cutscenes.

So, regardless of whether these two things share the same video codec or file format or whatever else, I view them as completely unrelated aspects of the presentation.
tonerton 2016 年 2 月 1 日 下午 5:42 
引用自 KyrenCross
引用自 internisus

Right, but the difference is that the pre-rendered cutscenes change the FPS of the entire application to 30, whereas the menu animations don't affect the overall framerate. Because of this, there's no direct evidence of what's going on; it may look like there are a reduced number of animation frames on the menu elements, but there's nothing to measure that since the games frame rate remains normal, so an argument could be made that it's a stylistic choice or something.

It's the same with the cape in Assassins Creed Syndicate, the whole game's FPS runs normal but the cape has that weird stutter like feel animation, same with the menu in the campfire here in Tomb Raider

I never experienced any stutter, better re check your video card.
tonerton 2016 年 2 月 1 日 下午 5:43 
引用自 venom4911
im pretty sure almost all cutscenes are actually rendered in-game (check out the movies folder and watch the bink files with rad video tools). but the 30 fps issue may have something to do with this which i copied from the nvidia performance guide...maybe its not just limited to water and avalanche effects.

"Of the many additions, Crystal Dynamics' use of Side Effects' Houdini software is the most impressive. With this package highly realistic water effects and avalanches were created offline, recorded as Bink videos, and dynamically merged into real-time cutscenes to display visual effects that would be otherwise impossible to render. Less accurate effects could be rendered in real-time, though they wouldn't appear anywhere near as dramatic or thrilling."


Nope, it's 30fps because it's simply a pre rendered cutscene. Cutscenes for the consoles are always 30fps.
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发帖日期: 2016 年 1 月 28 日 下午 7:36
回复数: 35