• Are there any horror movies/games where everything is 24/30 FPS, but the monsters are 48/60 FPS?
    37 replies, posted
I came up with this the other day and it's so genius I'd be amazed if it hasn't been done yet. It'd be super unsettling and scary because you'd have a game or movie where the watcher/player has a degree of separation with their brain subconsciously telling the watcher/player that it's "not real" and then out of no where when the monster comes on screen it's at a more "real" framerate and so the watcher/player's subconscious would be unprepared and treat it as "more real". I think it would be very effective. Has this been done before?
Me and a friend in the office are in the progress of making something like this. It's a glitch game, a game about breaking expectations. We have this long hallway with black fog. Imagine this face filling up the hallway with long hands grabbing the doorframes and pulling itself towards you. Your fps drops to 5, and so do the objects around you, but the monster crawls towards you in full 60 fps. And you have to get the fuck out of there. It's fully possible, and really easy to do, but I haven't seen it in any other games yet.
That, really sounds like It would be the only horror game to get me. I want this.
Note to say that we're not really planning on making a real game out of this. We both have projects to work on and we're not even in the same company. It's just fun to mess around with prototyping. We usually say stuff like "Okay this isn't going to be a game but wouldn't it be cool if we had a door that just went through the floor?"...etc stuff like that. [vid]http://a.pomf.se/vwmffd.mp4[/vid] here is the effect you want
I think 5fps is a little extreme.
[QUOTE=Magman77;46869304]I think 5fps is a little extreme.[/QUOTE] yeah, at a really low framerate it just looks like you're jumping forward every so often rather than the framerate actually being lower. if it was about half the framerate of the other entity, or like, just over half, it might work better
I got a feeling similar to what you are talking about in Crysis 2 when you first meet the alien ground troops, the way they were lit and animated combined with the motion blur made their movements seem surreally smooth and completely alien.
[QUOTE=Magman77;46869304]I think 5fps is a little extreme.[/QUOTE] I think you're right. It's a tweaking thing though.
you could also change the frame-rate on the fly. For example in a very intense part of the game the frame-rate would drop way down, and in calm sequences could be higher. It would be awesome to see a game that's possessed by some sort of entity that fucks with you in game, and also with the actual game. You guys are on to something there.
[QUOTE=AtomiCal;46869110]Note to say that we're not really planning on making a real game out of this. We both have projects to work on and we're not even in the same company. It's just fun to mess around with prototyping. We usually say stuff like "Okay this isn't going to be a game but wouldn't it be cool if we had a door that just went through the floor?"...etc stuff like that. [vid]http://a.pomf.se/vwmffd.mp4[/vid] here is the effect you want[/QUOTE] spooky
I like this a lot.
Hi, I am an employee of UBISOFT and I'm here to notify you that we have patented this system inside video games so you will receive a DMCA asking you to pull it down Thank you. HAHAHAA, FUCK OFF UBI!
There's an upcoming horror FPS called Routine where you have no flashlight; you have a gun with a lit scope for seeing in the dark, but it's locked to 5-10 FPS, meaning you can see the robot/zombie/whatever walking towards you, it's just slow and janky. Look at around 2:50 if you want to see. [video=youtube;iAcAd1fUiy8]http://www.youtube.com/watch?v=iAcAd1fUiy8#t=178[/video]
damn that was exciting
I don't even play horror/jumpscares, but why the hell am i tempted by Routine now?
doesn't seem to be any jumpscares, just that awful feeling you get when you're running from something and you hear it getting closer
[QUOTE=Magman77;46871935]doesn't seem to be any jumpscares, just that awful feeling you get when you're running from something and you hear it getting closer[/QUOTE] The worst, for me, is the feeling that something is there and you can't see it or it's just out of sight. I was haunted with a very bad version of this into my late childhood (stopped when I started taking antidepressants around 13-14) and I could barely function because of it. Had to sleep with other people, shower with other people in a nearby room, etc. Fucking sucked, when I play horror games that do that well I get goddamn terrified.
this is actually an amazing idea. Imagine playing a character who is clinically insane, the real world is slow and uneven around you, but the shit you see in your head is so real and vivid and moves so fluidly.
I could imagine Kojima putting something like this in Silent Hills
snip someone already mentioned 5fps being a bad idea
I could really see how this would evoke fear. I do think it would be difficult to balance, though. If you go too low with player fps it would feel unwieldy and compromise the fun, but if there isn't sufficient difference between enemies and players the emotional impact would also be low.
[QUOTE=margurgl;46877749]I could really see how this would evoke fear. I do think it would be difficult to balance, though. If you go too low with player fps it would feel unwieldy and compromise the fun, but if there isn't sufficient difference between enemies and players the emotional impact would also be low.[/QUOTE] 30 and 60 FPS would definitely be dramatic enough to have an effect. 24 and 48 would have an even more dramatic affect in a movie since those almost never go above 24 FPS unless they're trying to replicate camcorder footage.
[QUOTE=Helix Snake;46877864]30 and 60 FPS would definitely be dramatic enough to have an effect. 24 and 48 would have an even more dramatic affect in a movie since those almost never go above 24 FPS unless they're trying to replicate camcorder footage.[/QUOTE] the problem would be limiting literally everything to a low frame rate. for example think about how you could possibly lock player movement at 24fps without capping the engine framerate. [editline]8th January 2015[/editline] there's a difference between the ragdolls in bioshock being locked to 30 even while the game runs at 60 and actually making your player operate at 30 while some elements are still at 60. i can't imagine how that could be possible but i'm also not a game dev.
[QUOTE=Rusty100;46882034]the problem would be limiting literally everything to a low frame rate. for example think about how you could possibly lock player movement at 24fps without capping the engine framerate. [editline]8th January 2015[/editline] there's a difference between the ragdolls in bioshock being locked to 30 even while the game runs at 60 and actually making your player operate at 30 while some elements are still at 60. i can't imagine how that could be possible but i'm also not a game dev.[/QUOTE] I would think it's more in line with making the animations of the monsters at a higher framerate and everything else the same, unless I'm misinterpreting something. It'd be an animation problem rather than an engine problem (basically slowing everything down but the monster), physics and all that can be adjusted with things like the tick rate.
[QUOTE=Zyler;46882095]I would think it's more in line with making the animations of the monsters at a higher framerate and everything else the same, unless I'm misinterpreting something. It'd be an animation problem rather than an engine problem (basically slowing everything down but the monster), physics and all that can be adjusted with things like the tick rate.[/QUOTE] nah it's an engine problem how do you handle physics on an item running at x fps when everything else is running at x/2 fps
[QUOTE=Rusty100;46882034]the problem would be limiting literally everything to a low frame rate. for example think about how you could possibly lock player movement at 24fps without capping the engine framerate. [editline]8th January 2015[/editline] there's a difference between the ragdolls in bioshock being locked to 30 even while the game runs at 60 and actually making your player operate at 30 while some elements are still at 60. i can't imagine how that could be possible but i'm also not a game dev.[/QUOTE] Do it all through post processing maybe? Render the game and everything at 60, but only display it at 30, and the enemies on another layer running at 60, though that might be impossible since a "layer" won't be able to cast shadows on the lower framerate environment, etc.
[QUOTE=LordCrypto;46882156]nah it's an engine problem how do you handle physics on an item running at x fps when everything else is running at x/2 fps[/QUOTE] Don't most engines have something that lets you control the speed of the in game physics simulation? I know the source engine does. Everything else would just be controled by the speed of pre-compiled animations.
[QUOTE=Zyler;46882253]Everything else would just be controled by the speed of pre-compiled animations.[/QUOTE] That runs into the issue of most animations being interpolated from 30 FPS generally. You could just get rid of it but you'd have to cap the frame rate to 60 and have it just slow down at a lower FPS so everything doesn't end up looking janky. Actually this might work as a 2D game.
This thread has made me realize I can actually describe nightmares I've had before in this way. Sound is normal, but theres a disconnected feeling, almost as if my consciousness is just a foot away from by body and my vision is as if it's pictures running through a slideshow. Thanks OP you are literally wanting to make a game that works exactly like how my nightmares do.
It's really easy to make everything 30 frames a second except the monsters, you would just cap your engine update function and animation interpolation to 30 frames a second, but leave the monster animation interpolation uncapped, that would do all the logic (even for the monsters) at 30 frames and it would render the whole scene at 60 frames. 2 frames after each other would be basically same for the world making the illusion of 30 fps but the monsters would update every frame.
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