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All is in the code, and the code of the game doesn't permit in this version variable refresh rate....that's all.
All is in the code :
https://www.youtube.com/watch?v=TLq9cFxUEGk
Some devs are better than the others, simple.
The only logical explaination is that higher refresh rate improves photon to input latency. Think about it, you can clearly react faster with a 240hz monitor than with a 60hz monitor, just because the screen refreshes faster and tiny changes can be picked up in less time, since 240hz has 1/4 the frame delay as 60hz (assuming that your gpu can reliably spew out fps, being locked by the hz of your screen). And the thing is, probably is just an excuse being that they didn't feel like only allowing multiples of 60 to be an option in your fps cap, since multiples scale perfectly linearly with no decimals, just invalidating all of your points and just leaves out 1 option:
The devs couldn't be arsed.
And even then, you can just disable it (if it even lets you) in the options menu.
Lol I just want a smoother experience
The same seems to be the case fpr digital audio, people have had a steady diet of 44khz 16 bit digital audio since the 80's. However, much better digital audio does exist...like 24 bit 96khz in the studio..............but again with experience......not everyone gets to experience such a difference (I think blu-ray has moved up to 192 khz 24 bit audio).
44 khz 16 bit cd quality is still pretty good when you can actually get it VS compressed formats online. But when and if the source material is actually recorded in higher bit depths and sample rates, then the results seem to be much more realistic and smooth.
Keep in mind that real life does not have a sample rate, a bit depth, frame rate, latency / lag.
But 60 fps seems to be a hardened standard for the frame rate of video games. It seems to be pretty lively and smooth, however I will agree that if you do actually get to experience FPS over 100 hz it does seem to really be something to behold. But its doubtful to convey such a thing over text without other users actually getting to experience such things.
SInce this is MK we are talking about, I think a great allure of MK games is how they actually used digitized actor footage VS just pixels. To give it a more realistic look. Perhaps Boon and Tobias need to return to such a thing using a Matrix style filming system to capture live video from all angles, and then have a computer sort out the in between shots.
Let's say hypothetically that for gameplay purposes a 60hz simulation rate would be important (I'd say you can probably push it higher than that and that would raise the skill ceiling), Even still if I were to concede this point, I can say as a programmer that it is very much possible to program a game to run simulation at a 60hz rate (we would call this the tickrate) while running at an arbitrary framerate. You can then even do things like interpolate stuff on screen to make it look smoother as well and have animation playing at an arbitrary framerate too. This would even make the game more responsive in cases where frametimes normally fluctuate.
This is actually very easy to program but console game developers are lazy because they know their target audience doesn't care as most console players sit at a large distance from their ♥♥♥♥♥♥ tv that has terrible input latency anyway so they lock the framerate or force enable VSync and call it a day.
And yes, fighting games are very much console games with PC ports as an after-thought simply due to the fact that the target audience for these types of games predominantly are playing on consoles.
And as for the mr. potato-heads out there that still think high framerates are barely noticeable, I don´t even know what to say to you. I did a blind test where I had a script change the refresh rate on my monitor between 60, 120 and 172 (I know, weird refresh rate, I overclocked my monitor) at random and was able to tell the refresh rate it was running at a full 15/15 times after just shaking my mouse around for 1 second. If you actually try a good high refresh rate monitor and can´t tell the difference you're just subhuman.
Obviously it's an intentional design choice. People want to react to consistent attack animations, not random interpolation due to fps drops. Sure, stable 120 fps would probably work fine, but not every system would run it. 60 fps and preset input lag exist for consistency and leveled playing field. You may disagree with it, but it's clearly intentional, not being "lazy".
In theory fps doesn't have to be locked at exactly 60, it could be 90, 120 or something else and a game could be rebalanced around that but then performance becomes the issue. MK11 in particular is released not only on PC but also on several consoles. Now imagine NRS would want to make MK11 with 120 fps lock instead of 60, will it run smoothly on an old PS4? Probably not. And that's a problem as PS4 is a very popular platform and intentionally excluding it would hurt the game's sales significantly. The other solution would be to downgrade the graphics, so all platforms run it fine. But that would hurt the appeal of the game to casual players in general, which in return also hurts the game's sales.
Maybe in a decade ot two fighting games could be made locked at 120 fps instead of 60 but it's too soon for that.
It's a little confusing because the game itself looks smooth on my screen. It's just when it goes to the scenes in story mode, when it gets all choppy like its dropping many frames.
Also, apparently they're pre-rendered? But if this were true (which it may be) it should look smoother than what I'm experiencing.
I tried everything from turning vsync off and on, doesn't do anything. Selecting to lock at 60fps doesn't change it either. The cut scenes look micro stuttery.
Oh well.
First off, new gen consoles already go beyond 60 with a 120fps lock. Crazy, right?
But what's that, oh right, the game should go faster if fps goes unlocked, like all games 10 years ago.
Get real.
Imagine being a game studio and ♥♥♥♥ up at the most basic thing in modern game development (untying everything from fps). Plus, you guys are giving the same ♥♥♥♥♥♥♥♥ argument with 'dpad good joystick bad', both of these problems are literally the studio's fault, because for one you can untie your fps with simple fractions.
And second, it's extremely easy to make a square deadzone for the joystick.
Oh, and if you care about frame data, you're a moron. They should've measured in seconds and milliseconds and call it a day, much easier to follow and again, doesn't depend on your frames.