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l3igl3oss

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#1 l3igl3oss
Member since 2004 • 74 Posts

So, what happens when the games stop looking good compared to the PS5, and they lower the framerate to 30 FPS again, so that they can invest on visuals? Because these news sound like every new console at the beginning of its generation.

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l3igl3oss

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#2 l3igl3oss
Member since 2004 • 74 Posts

Metroid franchise - 6DoF (six degrees of freedom), Metroid Prime-like (that is in first person view), Samus's ship controlling game akin to Descent and Forsaken.

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l3igl3oss

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#4 l3igl3oss
Member since 2004 • 74 Posts

I would make a game about low latency kills. Basically, you would have to freeze the game as it kept running in the background, so that the enemies appear frozen to you, and the player appears frozen to them, but whoever kills his target first will get the game running from their perspective.

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#5 l3igl3oss
Member since 2004 • 74 Posts

Classic Japanese RPG evolved to endure the Western MMO RPG with real time battle engagement and party management, and they're more sophisticated than World of Warcraft and Guild Wars 2, because it's an actual party that you're controlling instead of people online joining one. Classic Western RPG showed up to make up for the lack of real involvement of other characters in the story. They're thriving because they appeal to what people enjoyed about classic Japanese RPG.

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l3igl3oss

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#6 l3igl3oss
Member since 2004 • 74 Posts

Some late Playstation titles looked worse when cleaned up for the Dreamcast without an increase in polygon count, but I love the three dimensional rendering of its graphics with scanlines, or just the downsampling of 480i into 240p, which games in two dimensions did on the Dreamcast, but specially Ico on the Playstation 2.

Progressive scan had only started to look good with the Xbox and Gamecube, in my opinion, even if the Dreamcast gave us that option quite early, but the assets themselves were pointy, the textures got filtered and the gradients had bands, although it's not worse than what the Xbox 360 and Playstation 3 went through with bloom lighting and blurring. You had better play on PC than with these two consoles for the clearest appearance.

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l3igl3oss

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#7 l3igl3oss
Member since 2004 • 74 Posts

He's basically saying that in 3D Fighters:

  • He doesn't want the characters locked on to each other so that they can side step or circle the opponent.
  • He doesn't want the camera to show the characters on their side moving left and right.
  • He doesn't want free movement like Power Stone or Bushido Blade.

These I can agree with to take advantage of their environment, but not with what he said afterwards:

  • The moves' input should take the characters' facing direction with regards to the camera, so that their forward is a diagonal on the d-pad in case they are facing northwest, for example.

It's very complicated to follow a few moves up with others when the camera pans around and you have to consider the character changing his facing direction. Do it like Shenmue I & II instead, where the camera angles give forward a broader range, and its moves are variants of left and right inputs.

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#9 l3igl3oss
Member since 2004 • 74 Posts

@pyro1245 I may have used the word frame in two separate cases, the one where it's about the rate and the other about the animation, but I can see that you got what I said, suggested something nice and gave an example of it in use, although I'm not sure about time versus framerate (what it means).

I know that when Sonic went to Europe, he was slower, because time (and framerate) was based on clock ticks (refresh rate/50Hz in this case). When a frames engine is developed to show as many in one region as in another, then you can deduce time by measuring how much it took between them, and correct them for the display refresh rate.

However, I'm talking about drawings (or model stances) like in 2D animation, when a game drops its framerate. In this case, time would be based on how many of them were used to give the impression of similar FPS, by storing them in some number that is higher than the regular count. They would have to be pre-baked, but interpolation could help when the game lags really hard, at the player's own fault.

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#10  Edited By l3igl3oss
Member since 2004 • 74 Posts

What it means is that the game runs at 60 FPS, for example, but the characters are only 50 frames worth of animation, and there could be a few spare ones to increase its flow when the game drops in rate, that is to chop what would have run smoother otherwise for the appearance of constant FPS. Let me give you an example:

  1. The game runs at unlocked 60 FPS in different monitors.
  2. It drops to 90% percent at 54 FPS with 45 frames of animation.
  3. The game adds 5 more frames of animation to have the same flow.
  4. It animates with 55 or 56 frames at the regular rate to who doesn't lag.
  5. The look is 1.08 times faster than normal and it gets corrected by sync tech.

Is it possible? The game would remain the same for someone having trouble keeping up.