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Based on what they said, the Sonic CD port does not properly limit itself to 60 FPS on 144hz monitors, so being locked to 60 FPS on such a monitor is an improvement.
144hz monitors are a non-issue scam in games. They do prevent motion blur in movies though.
Hopefully that means can run at high frame rates and not that it works on high frame rate monitors.
? High framerate monitors do nothing to prevent motion blur in movies. Movies run at 24fps for the most part which means there is 41.67ms of pixel persistent. (disgrarding the motion blur inherent in the frames caused by the cameras exposure time) This is due to the way sample and hold screens work.
The only way to reduce it is either by using interpolation(adding in new frames), strobing or using BFI (black frame insertion).
In the case of games a higher frame rate will decrease pixel persistence resulting in less motion blur, assuming the response times can keep up with the refresh rate.
60fps = 16.67ms of persistance
120fps = 8.33ms of persistance
240fps = 4.16ms of persistance
See image below of the differance it makes 60hz/fps vs 120hz/fps vs 240fps/hz
http://www.blurbusters.com/wp-content/uploads/2014/03/motion_blur_from_persistence.png
Heres a linus video explaining it in simple terms:
Pixel Persistence & Motion Blur as Fast As Possible
https://www.youtube.com/watch?v=uqgKQgzX7Sg
would be really sad if the game only supports 60fps, thats how its advertised on the store. sonic generations back then had only 60fps too... but there was some glitch around to fix this..
anyways if the reviews are good i will buy it, but i love playing games like this on 144fps/hz :/
I wasn't even expecting it but the moment I plugged in my new screen and moved the mouse, instantly amazed. It was immediately noticeable enough for me to call housemates over to see, and that's just the cursor. Moving a whole window made my brain associate it with moving paper.
But when you run a game that sits solid at 144Hz... dear Lord.
The idea of Sonic Mania doing this on PC has me giddy. That would be legitimate pinnacle of classic Sonic play.
For Sonic Mania in particular, 120 FPS running on a 144 Hz G-Sync monitor (meaning the refresh rate is locked to 120 Hz) would be smooth as butter. The 3D bonus levels would benefit the most, but even the 2D levels would be a lot smoother in all of the transitions.
Pitiful. And no, stuff doesn't look better at higher framerates. Once you hit 60fps, that's it. Any more is merely a placebo effect.
That's probably the most ignorant statement I've read today. You can quickly notice the difference of 120 Hz and 60 Hz just by moving a window around in Windows and between two monitors, one being 60 Hz and the other 120 Hz.
Regardless of what you think, human eyes don't actually capture the world around us in "frames per seconds."
This is pretty much the expected result. The 3D stages will definitely benefit from a higher framerate but the core game itself is really not going to be that different.
The camera is the only thing that's going to be smoother, and it's a diminishing result past 60 FPS in a 2D game, which is why most 2D game devs don't really care that much about going past 60 to begin with (And delta time is not a catch all fix all thing, it can cause problems too depending on how the game is coded like).
Well, the camera is why we do it, after all. Sonic is a game often in high motion, and you're going to notice the difference if you actually focus on the surroundings around Sonic while he spins quickly past obstacles and stuff.
Hell, I even played Hollow Knight in 100 Hz/FPS (the animations are keyed to 50 FPS, so 120 FPS can introduce some animation stutter at times) and even that was smoother than when I played on 60 Hz/FPS. And it's a slow 2D game as well.
Yeah well... The animations being keyed at 50 FPS is kinda why a 100 FPS cap is helpful there. Sonic Mania doesn't have that advantage though.
Still, every bit helps when it comes to camera smoothness. I do wonder if Sonic Mania will have no FPS cap at all (Although I bet it's just going to have a 60 FPS cap).