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翻訳の問題を報告
Most of Europe has transitioned to digital broadcasting standards like DVB-T, DVB-C, and DVB-S. These standards have replaced PAL for broadcasting.
Like the original Dead Space that's tied to 30fps, if you go over that framerate you can't get through the door near the start, or Skyrim where anything over 60 causes objects to behave in odd ways.
There are even recent examples like Forza. Speed/physics are tied to FPS, so the game limits the FPS to make it fair.
There's nothing special about 25 or 30FPS, except it's just poor performance on modern PC games.
FPS and hz aren't necessarily interchangeable.
Monitors don't behave the same as 20th century TVs, even when the monitors were from the 20th century.
I'll try to address some of the points here, because I think you're making some assumptions that certain values have a hard relationship to certain standards rather and that relationship may just be "coincidental".
The game was launched on consoles, so the game was tested a lot at ~30FPS so it's not a huge shocker the game runs correctly there.
The game was launched on PC's and 60FPS is a pretty common performance target, so yeah, you'd expect that to function correctly too.
I've played the game at much higher FPS and it's seemed fine to me, but user perceptions can differ.
At 120+ FPS I dunno maybe issues start cropping up at high FPS. I think you might be reading into some pretty mundane circumstances in a weird way, assuming that certain FPS performance targets are associated with random broadcast standards. I can understand the convenience of the assumption, but it doesn't really make sense for a game like CyberPunk 2077. End of the day, running something at 25FPS != PAL, not automatically or by default, unless you're playing some old game from the PAL era maybe. And even then, that wouldn't really apply to PC's.
Thx for the replies. I understand it should play fine in vrr or locked framerates.