• Are there any horror movies/games where everything is 24/30 FPS, but the monsters are 48/60 FPS?
    37 replies, posted
Check out Juno, the original Grudge. It runs at a much higher framerate I think 48 or 60, and there are parts where the "monsters" appear to be moving faster, its really eery.
[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] Animation interpolation would be a really easy solution. You'd also draw the monster(s) on a different layer. Many things would be processed at 30 FPS while some things would be locked to 30 FPS but processed at 60 FPS (like camera movement). You wouldn't need to run everything at 60 FPS for things that are obscuring the monster, that's what Z-buffers are for. Physics could still run at 60 FPS and that wouldn't negatively affect the graphical rendering.
So would the game be running at 60fps, and the monsters animated at 60 frames per second but everything else animated to 24/30? So the actual game would be locked at 60fps in total? That sounds pretty interesting, i can imagine it working well.
[QUOTE=PaperBurrito;46871093]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][/QUOTE] Every part of that video scared the shit out of me, literally.
Bioshock has something like this. It runs at 60fps but the physics engine renders physics stuff at 30fps. :v:
[QUOTE=SgtTupelo;46905270]Bioshock has something like this. It runs at 60fps but the physics engine renders physics stuff at 30fps. :v:[/QUOTE] I think that's more to give the blur on physics objects a [I]cinematic[/I] feel. This idea is meant to make the player feel kind of clouded by a 30fps environment and then be surprised with the lucidity of a 60fps monster ripshitting toward them.
I dunno, I'd be pretty annoyed if a first person game locked the framerate on me. I can barely play 1st person games much under 40 fps. It'd be better if the game ran at a high framerate, but something you wanted to look fucked up and out of place was at a much lower framerate. It would also mean that machines that couldn't handle playing the game at really high framerates wouldn't have to cap them at something even lower. Like, imagine having a machine that can only run it at 30 fps, and you have to deal with 15 because of this mechanic. Most people would interpret that as an unoptimized game, then go online to find a solution, only to have the big surprise of enemies at higher framerates be spoiled.
[QUOTE=Mort Stroodle;46905789]I dunno, I'd be pretty annoyed if a first person game locked the framerate on me. I can barely play 1st person games much under 40 fps. It'd be better if the game ran at a high framerate, but something you wanted to look fucked up and out of place was at a much lower framerate. It would also mean that machines that couldn't handle playing the game at really high framerates wouldn't have to cap them at something even lower. Like, imagine having a machine that can only run it at 30 fps, and you have to deal with 15 because of this mechanic. Most people would interpret that as an unoptimized game, then go online to find a solution, only to have the big surprise of enemies at higher framerates be spoiled.[/QUOTE] This is why it would possibly work better as a console game, where people are used to 30 FPS
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