DRAGON BALL FighterZ

DRAGON BALL FighterZ

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meisterkaio98 Jan 26, 2018 @ 11:12pm
120fps
It is possible to run the game in 120fps?
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Showing 1-15 of 25 comments
Rikkore Jan 26, 2018 @ 11:14pm 
no
Servebotfrank Jan 26, 2018 @ 11:16pm 
It's a fighting game so speed is usually tied to the game's fps. Going to 120 would make the game twice as fast.
ricky Jan 26, 2018 @ 11:17pm 
you don't want to........ this is a fighting game
Sp00kyFox Jan 27, 2018 @ 12:57am 
sadly no. still waiting for fighting game devs to realize that the render loop doesn't have to be tied to the frame data.
MOOEY Jan 27, 2018 @ 12:58am 
Originally posted by Sp00kyFox:
sadly no. still waiting for fighting game devs to realize that the render loop doesn't have to be tied to the frame data.
Fighting games frame rate is integral to the moves of each character. It's called "frame data" for a reason. It's not changed because that's just HOW IT WORKS. If you uncapped the frame rate, the game would run at double the speed most likely.
Last edited by MOOEY; Jan 27, 2018 @ 12:59am
Oracles Jan 27, 2018 @ 1:00am 
Why everyone want 120 fps in fighter games. Useless
Sp00kyFox Jan 27, 2018 @ 1:12am 
Originally posted by Georgemooey:
Fighting games frame rate is integral to the moves of each character. It's called "frame data" for a reason. It's not changed because that's just HOW IT WORKS. If you uncapped the frame rate, the game would run at double the speed most likely.
like I said, render rate doesn't have to be tied to the speed of the game logic. interpolation of keyframe animation is not something that no one has ever heard of before in game development. fighting games already did in the opposite direction like with SF4 where the game could run in framerates below 60 and still play with the correct speed and game logic. running with framerates over 60 is really not much different.

Originally posted by Scryons / Toren:
Why everyone want 120 fps in fighter games. Useless
why not? it's just more fluid and pleasant to the eye.
MOOEY Jan 27, 2018 @ 1:19am 
Originally posted by Sp00kyFox:
Originally posted by Georgemooey:
Fighting games frame rate is integral to the moves of each character. It's called "frame data" for a reason. It's not changed because that's just HOW IT WORKS. If you uncapped the frame rate, the game would run at double the speed most likely.
like I said, render rate doesn't have to be tied to the speed of the game logic. interpolation of keyframe animation is not something that no one has ever heard of before in game development. fighting games already did in the opposite direction like with SF4 where the game could run in framerates below 60 and still play with the correct speed and game logic. running with framerates over 60 is really not much different.

Originally posted by Scryons / Toren:
Why everyone want 120 fps in fighter games. Useless
why not? it's just more fluid and pleasant to the eye.
except SF4 did not run under 60 just fine. If you run a p2p online fighting game where the other player is running severly bad framerate, the game runs like ♥♥♥♥♥♥♥. Framerate must be tied to keep the game in sync. So uncapping it or even having it at 120 (something not every gamer can achieve in every title) is severely flawed and absolutely impossible to do. Render rate DOESNT have to be tied to a game, but it HAS to for a fighting game because the frame rate is TIED to the gameplay. If you are ignoring that, then you choose not to understand.
Sp00kyFox Jan 27, 2018 @ 1:38am 
Originally posted by Georgemooey:
except SF4 did not run under 60 just fine. If you run a p2p online fighting game where the other player is running severly bad framerate, the game runs like ♥♥♥♥♥♥♥. Framerate must be tied to keep the game in sync.
again, it doesn't have to. game logic can run independently from render logic. another example is Killer Instinct where the render rate is 60fps but the gameplay logic runs at 90fps. it's just archaic game design to tie the render loop to the game logic.

Originally posted by Georgemooey:
So uncapping it or even having it at 120 (something not every gamer can achieve in every title) is severely flawed and absolutely impossible to do. Render rate DOESNT have to be tied to a game, but it HAS to for a fighting game because the frame rate is TIED to the gameplay. If you are ignoring that, then you choose not to understand.
you're confusing the term frame data with frame rate. fighting game fans often claim it can't be done otherwise while ignoring that this is pretty much the case for most multiplayer games. it's not uncommon to use a fixed delta time for the game loop (often called tic-rate) because it makes the gameplay consistent and prevents system-dependent discrepancies. but that's just internal game logic. it doesn't mean you have to render with the same rhythm.
SpicyCrab Jan 27, 2018 @ 1:41am 
The way this game is animated it would really be pointless anyway. They animate using sprite strips; so the animations are not going at even CLOSE to even 60 FPS (it's done that way to appear more like 2D animation.)

120FPS would be totally pointless, it would look/feel exactly the same.
Sp00kyFox Jan 27, 2018 @ 1:46am 
Originally posted by SpicyCrab:
120FPS would be totally pointless, it would look/feel exactly the same.
true for the animation. but the scrolling and movement of the characters (not their animation) would be twice as fluid. flipping the argument, you probably don't wanna play the game at 15fps because the animation is done at this framerate ^^
MOOEY Jan 27, 2018 @ 1:46am 
Originally posted by Sp00kyFox:
Originally posted by Georgemooey:
except SF4 did not run under 60 just fine. If you run a p2p online fighting game where the other player is running severly bad framerate, the game runs like ♥♥♥♥♥♥♥. Framerate must be tied to keep the game in sync.
again, it doesn't have to. game logic can run independently from render logic. another example is Killer Instinct where the render rate is 60fps but the gameplay logic runs at 90fps. it's just archaic game design to tie the render loop to the game logic.


you're confusing the term frame data with frame rate. fighting game fans often claim it can't be done otherwise while ignoring that this is pretty much the case for most multiplayer games. it's not uncommon to use a fixed delta time for the game loop (often called tic-rate) because it makes the gameplay consistent and prevents system-dependent discrepancies. but that's just internal game logic. it doesn't mean you have to render with the same rhythm.
Most tv's and monitors used for gaming only run at 60hz, so to design a fighting game above that frame rate is absolutely useless and makes no sense. KI's game logic runs at 90 but the gameplay is still tied to 60, and this is only the case on PC because console variants cannot run it at 90, and the game HAS to keep the frame rate sync'd. This is why when you play someone who's dropping frames, generally the online experience will bug out. Ki's game logic runs at 90 but everyone agreed that the choice to do that was ultimately useless. So what does upping the frame rate on the game logic do? Nothing. So why implement it?
MOOEY Jan 27, 2018 @ 1:49am 
Also, keep in mind that OP probably just wants the game in general to run at 120 fps because they probbaly have a 120hz monitor and they don't know how frame data and frame syncing works for a fighting game. Game logic to have everything but the gameplay be effected seems really pointless.
LockM Jan 27, 2018 @ 1:55am 
Actions are attached to frames, if you run it at 120 it'll run at double the speed.

Virtually all FG's are locked 60fps.
Sp00kyFox Jan 27, 2018 @ 2:05am 
Originally posted by Georgemooey:
Most tv's and monitors used for gaming only run at 60hz, so to design a fighting game above that frame rate is absolutely useless and makes no sense.
unless we're talking about low budget TVs modern devices should support 100hz / 120hz resp. it's often used to implement features like motion interpolation or motion blur reduction. with the later one introducing visible flicker at a 60hz refresh rate. I don't know if the consoles themselves only support 60hz output though. but at least in consideration of a multiplatform release allowing a dynamic framerate is recommended. most action adventures that were primarily designed for consoles still support arbitrary framerates on PC. and if you wanna release your game on handhelds you might even wanna decrease the framerate and the game should still run at the correct speed.

Originally posted by Georgemooey:
KI's game logic runs at 90 but the gameplay is still tied to 60, and this is only the case on PC because console variants cannot run it at 90, and the game HAS to keep the frame rate sync'd.
the game logic also runs at 90 on consoles. KI is one of the games that supports crossplatform play. both systems have to run with at the same logic rhythm to allow this.

Originally posted by Georgemooey:
This is why when you play someone who's dropping frames, generally the online experience will bug out.
sure, but this is not something that can't be done otherwise. dropped frames only cause online issues because of the way the game and render logic are tied together in these games.

Originally posted by Georgemooey:
Ki's game logic runs at 90 but everyone agreed that the choice to do that was ultimately useless. So what does upping the frame rate on the game logic do? Nothing. So why implement it?
it was actually a pretty good idea. because of the smaller frame data interval, the rollback netcode has a bigger foundation to work with. because of that "trick" KI's netcode is considered to be one of the best in the genre.
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Date Posted: Jan 26, 2018 @ 11:12pm
Posts: 25