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No market = no demand for standards = no standards.
Regarding the whole animation-thing, it's pretty simple; if you animate something in 30 fps, it's going to look weird if you let the rest of the game flow at a higher framerate (like the animations are lagging... because they would literally be lagging). Unlocking the game itself doesn't mean the handcrafted animations get any more frames injected into them.
Make sense?
That's true but also, handcrafted animations, like movies, looks more fluid than in-engine footage at a lower framerate because of the presence of transition frames that give the illusion of movement.
Are transition frames really a thing in game engines, though? Wouldn't it, by definition, only happen in cases of pre-rendered stuff?
Exactly.
That's the reason i prefaced it with "handcrafted animations and movies"
If we talk about difference between animating in-engine cutscenes at 30 and gameplay at 60, then you are right, that's really noticeable (like in Dragon Age: Inquisition for example)
It would take a while to draw 60fps
It's less technical hurdles and more just an adherence to the Japanese market's console dominance. Most Japanese games are 30 fps. Japanese games that run at 60 fps can have excellent animations, just look at beautifully animated fighting games or other genres.
https://en.wikipedia.org/wiki/Taito_Type_X
http://www.system16.com/hardware.php?id=982
Combined with the NESiCAxLive and all.net services in particular it has paved the way for a fair number of Steam "ports" that aren't locked to 30 FPS (in quotes because the modern arcade boards use stock PC hardware and Microsoft Windows (and in rare cases Linux)). Some examples include Dead or Alive and Arc Systemworks ports.
All in all it's just the ecosystem there, unfortunately.
You encounter some developer that only owned a 4:3 monitor and thus only created resolutions for it while placing the UI elements in absolute pixels. Forcefully changing the resulution fucks things up or mismatches the assumed viewport with the drawn viewport, resulting in cut out geometry, etc.
So from that I conclude that this is more of an issue because these companies are not sharing the same level of quality assurance that we are used in the European and US market.
Asian games share some common "thing" that makes me as a software developer go "ewww". I can't pinpoint it.
Hence why even Smash Bros. on N64 was in 60fps and one of only 2 games i think that ever was 60fps native on n64 because of that.
But overall, yeah its just they generally dont have the hardware many are probably still running windows XP, older hardware they havnt seen the glory of 60fps and when looking at anime games and what not the movement is often janky anyways for open world games so everything together just means its a perfect storm of just not seeing the golden glory of pc master race for what it is.