Framerate question :)

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Which framerate would you prefer?


  • Total voters
    26
Again, thanks for all the responses guys.
If you haven't voted yet, cast your ballot please! And keep the discussion going! It's fun stuff :]
 
Jump. That's what I always do in Devil May Cry. Jump over an enemy, stomp on a head, use a stinger to tell one to gtfo, and start attacking from the outside. If I'm getting crushed by a wall, well why am I going to let a wall crush me just for some extra style points? Screw that! xD
simple yet effective. Except in DmC, from what i've seen, there isn't a stinger. The scythe seems like the most appropriate weapon to use for multiple enemies because its so fast and has a wide range.
My favorite style in dmc is gunslinger and enemy step and spammming "rain storm" is so addicting to me! Its also a cheap way to get your style meter to go up quickly.
And when i said the world is trying to crush you i meant being caught in an unexpected sequence. In the "escape" trailer sometimes the floor was just pulled away from Dante. Thats one of the rudest things a game can do especially if the floor can vanish at anytime. I think the tension will be quite high because for 1, i try to be as stylish as possible and i guestimate my attack range according to the enemies possition and number 2, there's no telling what the world is gonna do.
 
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simple yet effective. Except in DmC, from what i've seen, there isn't a stinger. The scythe seems like the most appropriate weapon to use for multiple enemies because its so fast and has a wide range.
My favorite style in dmc is gunslinger and enemy step and spammming "rain storm" is so addicting to me! Its also a cheap way to get your style meter to go up quickly.
And when i said the world is trying to crush you i meant being caught in an unexpected sequence. In the "escape" trailer sometimes the floor was just pulled away from Dante. Thats one of the rudest things a game can do especially if the floor can vanish at anytime. I think the tension will be quite high because for 1, i try to be as stylish as possible and i guestimate my attack range according to the enemies possition and number 2, there's no telling what the world is gonna do.
True, but again. Strategy and a calm mind ;D
 
Whoopin major ass, and being as stylish ass possible and as h**h as possible!!
-_-sssSSSssssSS
I have no time for a calm mind when demons are asking for it
I meant calm, strategic, but also sadistic and stylish of course. I am sadistic with the enemies of DMC, but I'm not reckless (for the most part).
 
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If that's the engine that DmC is using (and I mean this UPDATED one, not the old UE3 that's been around since GoW 1), then I don't think we'll have to worry at all in the visuals department in anything.
But I'm confused by one thing: is UE 3 tricky when it comes to gameplay? I don't know much about engines, but I'd like to find things out.
 
But I'm confused by one thing: is UE 3 tricky when it comes to gameplay? I don't know much about engines, but I'd like to find things out.
Okay, let's start with some basics:
An engine is like the ground work for a game: it's basically the paper on which you write your story (meaning the game as a whole structure of different functions and interactions between objects). Therefore, the engine must contain some standard tools for creating a game, like a graphics renderer (not sure whether that's an actual english word) or the base structure of an AI.
So, by using the tools provided in the engine, you can start writing your own events, graphics, sounds (limited in quality and quantity by the engine) for a game. Movement input, cues for gameplay-pauses like short rendered clips, etc. are all defined by your engine.

So based on what I know about Unreal Engine 3:
We've got the processing capabilities to display a variety of moving objects in gameplay, without eating too much of our graphic units or RAM (example: Arkham City. Combat works smoothly, even though you're sometimes fighting as much as ten armed dudes). An advanced AI-system and renderes environments with dynamic lighting (DmC-screens, GoW).
From what I can tell by the trailers (and that isn't really much) UE3 doesn't need as much loading screens inbetween (in comparison: DMC4 had loading screens everywhere (Warp doors, cutscenes, you know what I am talking about).).
To do all this, they have to cap the framerate at 30fps. MT Framework could've performed without loading by capping at 30 fps, too, but Capcom decided against it, I assume.

Note: this is just my own, very basic understanding on how engines work. Not everything might be true, since I got it explained by an informatics student at my university a few months ago, but to me it makes sense.
 
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When I hear UE3, I always hear "Oh DmC is on UE3, which means slower gameplay!" But I really see no problem with that. Then they say, "It's because DMC is a game known for faster gameplay and cool combos." I thought it was known as a demon hunting game, not a Meth-taken game. Speed in video games aren't everything. Look at Kingdom Hearts 1, it's gameplay isn't as fast as DMC games but it's still popular to this day. And look at Final Fantasy Crisis Core, it's gameplay is PRETTY slow, but the story is what kept it going. So maybe if the story is dominating, then speeds and engines won't be an issue.
 
Personally, DmC looks like a fast paced game anyway so I think 30 FPS will be fine and keep the feel of a fighting game. But I voted 45 FPS in the poll since it is, a safe medium.

And as said above, framerate differs from the speed in games.