Dominus
Well-known Member
I think one thing that often goes unmentioned is that they aren't taking a 60 fps game and making it 30... they're making a 30 fps game from the ground up. Ideally, yes, it would be better if this game ran at 60 fps, but the game was designed knowing that it wasn't going to be at 60. And that alone is pretty important. It means from the beginning they can design the game and how it feels and responds based on what it runs at.
I have a hard time taking in Capcom's PR bullshit. This article says they are making adjustments to button responsiveness but they aren't being specific at all about what they are doing.. They claim they are adding motion blurs which will not affect input lag (only the visual look). Then Itsuno claims in this same article that 60 fps has a tiring effect on your eyes( its continuous)... So now I take the button responsiveness claims with a grain of salt..
On the other hand, the Need for Speed developers were honest about what they were doing to combat the problems of input lag when they made their next game run at 30fps:
http://www.gamesindustry.biz/articles/digitalfoundry-tech-focus-battle-against-latency
snippet:
The result is quite extraordinary. Criterion's last major game, Burnout Paradise, ran at 60FPS and offered a 66ms input lag. Need for Speed: Hot Pursuit, capped at 30FPS offers an 83ms response: just one additional frame of latency for a game running at half the frame-rate of its predecessor. The PC version was faster still, measured at an incredible 50ms of end-to-end lag.
"The way the architecture works is to run the game simulation internally at 60FPS, and it's polling the controller once for every simulation step so you get as up-to-date inputs as possible," Criterion tech mastermind, Alex Fry
NT could still be doing something but the fact that they aren't transparent about it probably points to Capcom spewing PR bullshit. But hey believe what you want..