Mortal Kombat 11

Mortal Kombat 11

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BloodyBaker 23 ABR 2019 a las 12:43 p. m.
60 FPS LOCK?
Is it possible to unlock?
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Mostrando 16-30 de 38 comentarios
Lord Deathstroke 29 AGO 2020 a las 10:42 p. m. 
Publicado originalmente por OldManSkills:
Publicado originalmente por BloodyBaker:
Is it possible to unlock?

yes depends of your monitor. if you have a 144 hrz minitor +.

go in options put framerate to variable. i would recommend to lock fps to 83 fps its the magic number or you will ecounter bugs.
No you can not unlock MK to more than 60fps lol.This is hardcoded in the game and no changes you make to your monitor or control panel of your gpu will change this
boldixd 6 OCT 2020 a las 2:41 a. m. 
Publicado originalmente por Ժ4Րƙʍ4ʅ1Շ3:
Runs flawless like it should @ 60 fps...5120x2880 maxed out...

edit:

+1 30fps cinematics sucks -.-
You can turn on 60 fps cinematics/in menu
kIDNEYKid1999 24 MAY 2021 a las 10:53 p. m. 
Publicado originalmente por Unknown:
Can't deal with playing with everyone on pair? Wanna play a fighting game at 200+ while everyone else is at 60fps? This is no FPS, bro! Better rigs won't help you in fighting games.

Git gud
this might be one of the dumbest things ive read. some of us just want to actually use our hardware.
Frey 24 MAY 2021 a las 11:42 p. m. 
Publicado originalmente por Eren did nothing wrong:
You guys new to fighting games right? Fighting games are always locked at 60. If it was running any higher you wouldn't be able to react on moves that should be blockable. Just try blocking a slow kick on twice the speed (120fps). Something that's telegraphed by design will suddenly become something you have to guess in order to block.

Moves don't last miliseconds, they last FRAMES.

https://www.youtube.com/watch?v=yuZGoMi7eW8
a kick at 120fps or 60fps is at the same speed, you are wrong, the lenght of the kick is the same....it's just cause the devs don't know, or it would take to much time to adapt the game for a Variable refresh rate version, that's all.
All is in the code, and the code of the game doesn't permit in this version variable refresh rate....that's all.
POGGERS! 25 MAY 2021 a las 12:35 a. m. 
Pretty sure the only fighting game that ever did anything slightly different was Killer Instinct and they only halfway did it by like making you able to run up to 90 FPS but it simulates the gameplay at 60 still or something idk otherwise yeah fighting games do have to run at 60 as KI still technically does. "All is in the code" xd
Frey 25 MAY 2021 a las 12:43 a. m. 
Publicado originalmente por POGGERS!:
Pretty sure the only fighting game that ever did anything slightly different was Killer Instinct and they only halfway did it by like making you able to run up to 90 FPS but it simulates the gameplay at 60 still or something idk otherwise yeah fighting games do have to run at 60 as KI still technically does. "All is in the code" xd

All is in the code :
https://www.youtube.com/watch?v=TLq9cFxUEGk
Some devs are better than the others, simple.
Última edición por Frey; 25 MAY 2021 a las 12:44 a. m.
Cigarrette_Man 8 JUL 2021 a las 2:51 p. m. 
Do you know that you can efficiently calculate the amount on fps by 1/(Delay in between frames) right? You know, probably you could do some math to figure out that indeed you can match 120fps to 60fps, after all, the delay halved.



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.
The Owl 27 ENE 2022 a las 9:30 p. m. 
Publicado originalmente por Unknown:
Can't deal with playing with everyone on pair? Wanna play a fighting game at 200+ while everyone else is at 60fps? This is no FPS, bro! Better rigs won't help you in fighting games.

Git gud

Lol I just want a smoother experience
usa423 29 ENE 2022 a las 11:37 p. m. 
Many argue that there is "no difference" between 30, 60, 120, 240 hz etc. However experience seems to be the key in observing such a difference. I knew someone that used to tell me they could perceive no difference in a blu-ray and dvd, they changed their tune after they had experienced blu-ray a month or two.

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.
DRIVEBY! HION 30 ENE 2022 a las 4:42 p. m. 
Fighting game fanboys justifying 60fps frame locks are retarded. (yes fanboys, not fans. I talk about the few of you that take whatever your precious corporate overlords do or say as gospel and seethe when someone criticizes your corporate overlords as if the games you play are part of your personal identity)

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.
Última edición por DRIVEBY! HION; 30 ENE 2022 a las 4:53 p. m.
Sonya 31 ENE 2022 a las 1:52 p. m. 
Publicado originalmente por MF HIOON:
Do you genuenly think that the engineers that managed to implement rollback netcode don't know how to setup a tickrate-based simulation? Most modern engines have the implementation included already, I'm sure whichever UE version MK11 uses is no exception.

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".
Maulclaw 1 FEB 2022 a las 3:11 a. m. 
People really complaining 60FPS isn't "enough". What a time to be alive. And also, the cinematics are pre-rendered... as in, they're videos, not actual cutscenes that rely on the engine. The Krypt, menus, Fatal Blows and Fatalities will run at 60FPS anyway...
Última edición por Maulclaw; 1 FEB 2022 a las 3:13 a. m.
Buhoy Alkash 1 FEB 2022 a las 8:21 a. m. 
People that complain about 60 fps lock seem to not understand or actively ignore that fighting games require stable fps. Some moves in MK11 are -8 on block so you have only 7 frames to punish that. If your framerate isn't stable, even if it switches from 110 to 130 fps, you might not be able to punish that and you definitely won't be able to punish that reliably.

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.
Nar! 3 FEB 2022 a las 3:40 p. m. 
The cinematics on this game looks a bit low fps, compared to the actual game itself. I've ticked the 60fps option for cinematics in the PC options, but it still looks choppy, as it were running at 30fps. My rig can definitely pull off better fps if it were possible. MK11 seems fit for 60hz monitors. Anything above that, even with gsync, the cinematics don't look too great.

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. :steamsalty:
Última edición por Nar!; 3 FEB 2022 a las 3:41 p. m.
Cigarrette_Man 15 MAY 2022 a las 1:34 a. m. 
You guys are absolute morons and know nothing about game development.

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.
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Publicado el: 23 ABR 2019 a las 12:43 p. m.
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