Redout: Enhanced Edition

Redout: Enhanced Edition

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Dr.Doctor Nov 1, 2017 @ 9:56am
Switch FPS question
I know Nicalis is handling the port, but........

I hear the XboxOne and PS4 had huuuge framerate problems. PS4 w/ unlocked variable 40fps (yuck), and XBone at a locked 30, which I feel is a philosophical compromise of the vision of RedOut.

Will there at least be an option to get the Switch to run 60fps w/ a sacrifice in effects?

Case in point, I have a few computers in my household, and I was able to get my lowly gtx 950m to run Redout at 60fps w/ a mix of med/low settings. I would totally trade high-fidelity control instead of unplayable/choppy eye candy.

There, I feel better for getting that off my chest, haha. Great game, guys.
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Showing 1-15 of 17 comments
Hupsutin Nov 1, 2017 @ 2:50pm 
Really hope it runs 60 on the Switch or atleast has the option to do so.
AlephZero Nov 1, 2017 @ 5:25pm 
I think it's safe to say Nicalis will deliver 60 FPS by default.
IF not compromised by developer request, of course.

Most models in Redout are fairly low-poly, textures are not insanely detailed and high resolution. It's all perfectly servicable in delivering a pleasant aesthetic and should be able to run at full arcade speed at the same time.

On a not so much performance-related note: I have effects deactivated and motion blur off, because I like being able to see what's happening in my games. Would be nice to see at least an option to disable motion blur on the Switch.
Dr.Doctor Nov 2, 2017 @ 6:43pm 
Originally posted by Plain • Spaghet:
I think it's safe to say Nicalis will deliver 60 FPS by default.
IF not compromised by developer request, of course.

Most models in Redout are fairly low-poly, textures are not insanely detailed and high resolution. It's all perfectly servicable in delivering a pleasant aesthetic and should be able to run at full arcade speed at the same time.

On a not so much performance-related note: I have effects deactivated and motion blur off, because I like being able to see what's happening in my games. Would be nice to see at least an option to disable motion blur on the Switch.

Eh... my whole point was that it wasn't 60fps on PS4 and Xbone, and I'm worried that the Switch version will follow suit.
Wylie28 Nov 3, 2017 @ 7:11pm 
Originally posted by Plain • Spaghet:
I think it's safe to say Nicalis will deliver 60 FPS by default.
IF not compromised by developer request, of course.

Most models in Redout are fairly low-poly, textures are not insanely detailed and high resolution. It's all perfectly servicable in delivering a pleasant aesthetic and should be able to run at full arcade speed at the same time.

On a not so much performance-related note: I have effects deactivated and motion blur off, because I like being able to see what's happening in my games. Would be nice to see at least an option to disable motion blur on the Switch.

Both of those things are negligable performance-wise in 2017 unless you have extremely hogh polygon counts and texture sizes. The graphical effects are what affects performance, and in Redout they are industry standard. Dont let art style fool you.
gkflyboy Nov 23, 2017 @ 9:22am 
It will probably be 30, unless they'll get 60 with new dev tools which may be why it's been delayed for so long...
Dr.Doctor Nov 23, 2017 @ 4:51pm 
Probably do. Though how fast racing neo got that solid 60fps is beyond me. As much as people say Fast Racing neo looks better, that's probably not the case. The "low poly" look of Redout is not truly that simple, after all, with huge stages and waaay more math required for its physics based racing model.
Wylie28 Nov 24, 2017 @ 1:25pm 
Originally posted by TheDot:
Originally posted by Wylie28:
Both of those things are negligable performance-wise in 2017 unless you have extremely hogh polygon counts and texture sizes. The graphical effects are what affects performance, and in Redout they are industry standard. Dont let art style fool you.
Texture sizes rely on gfx memory. If you've got the memory (coupled with a respectable bandwidth) then large textures won't kill performance (it makes little difference once they're in memory to access and use in shaders). Poly counts can go into the millions and still not cripple your fps, but of course a lot depends on how much data is crammed into the vertices and the materials that are used in combination. What will most likely slow the game down is some of the intense post-processing combined with a very high resolution, which is commonly used nowadays.

Thanks for restating what i said? Im confused as to the purpose of your reply.
Wylie28 Nov 25, 2017 @ 10:42am 
Originally posted by TheDot:
Originally posted by Wylie28:
Thanks for restating what i said? Im confused as to the purpose of your reply.
I was explaining it in more depth, which is how discussions tend to develop. I'm sorry if my response has upset you.

I was just curious.
Dr.Doctor Nov 25, 2017 @ 3:14pm 
Ok. So in summary, most likely it'll be a 30fps affair. As long as the frame pacing is excellent (ie. no hitches in how steady the frames are displayed), it should be doable, especially in portable mode.

But as a thought... imagine how Mario Kart 8 deluxe would feel at 30fps? Kinda jilted...
gkflyboy Nov 25, 2017 @ 3:16pm 
Originally posted by Dr.Doctor:
Ok. So in summary, most likely it'll be a 30fps affair. As long as the frame pacing is excellent (ie. no hitches in how steady the frames are displayed), it should be doable, especially in portable mode.

But as a thought... imagine how Mario Kart 8 deluxe would feel at 30fps? Kinda jilted...

DOOM is 30fps, but that's a FPS. Rocket League is 60fps.

Racing is much better with 60fps - maybe these Devs have something up their sleeve...

;)
Dr.Doctor Nov 25, 2017 @ 5:49pm 
Yeah. Digital Foundry did a nice performance analysis on Doom for Switch. It had 30fps, but it also had significant frame pacing issues, so that even though it was 30 fps in technicality, in experience it can become a hitchy mess.

PS4 Redout had 40-50fps, but that meant it was wobbly frame delivery all over the place (most monitors, Switch included, are not variable refresh, so it's either 60fps or 30, or 20, or 15, some denominator of 60), Look up the Digital Foundry PS4 Redout (vs. XboxOne and PS4 Pro) performance video and make sure the youtube video is at 60fps, and it'll reveal how uneven the base PS4 Redout Looks.
gkflyboy Nov 26, 2017 @ 8:46am 
Originally posted by Dr.Doctor:
Yeah. Digital Foundry did a nice performance analysis on Doom for Switch. It had 30fps, but it also had significant frame pacing issues, so that even though it was 30 fps in technicality, in experience it can become a hitchy mess.

PS4 Redout had 40-50fps, but that meant it was wobbly frame delivery all over the place (most monitors, Switch included, are not variable refresh, so it's either 60fps or 30, or 20, or 15, some denominator of 60), Look up the Digital Foundry PS4 Redout (vs. XboxOne and PS4 Pro) performance video and make sure the youtube video is at 60fps, and it'll reveal how uneven the base PS4 Redout Looks.

I saw the DF video. I can't really see the frame pacing issues in DOOM for the Switch in handheld mode - you tend to be too busy running around shooting things and the screen is small. The overall feeling on DOOM Switch is that if you are just using it docked and you have another console, get the console version. I use my Switch just mobile.

I already saw the DF Redout video - that was my concern to maybe just pick up this PC version instead since I have a gaming PC that can handle it.

Was hoping to take it with me though so I am waiting to see what the Switch version is like...
Dr.Doctor Nov 26, 2017 @ 9:32am 
Agreed; Redout on the go would be awesome.
xstar960 Nov 28, 2017 @ 12:06pm 
It would be awsome to see the Switch running redout at 60 frames per second.
Dr.Doctor Nov 28, 2017 @ 5:46pm 
Totally agree!
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Date Posted: Nov 1, 2017 @ 9:56am
Posts: 17