Doctor Hobel
Oh Doooctor.. please Doooctor!
http://www.eurogamer.net/articles/digitalfoundry-need-for-speed-rivals-face-off-preview
But does Need for Speed: Rivals actually pin down that promised 30fps? The answer is yes, and it does so with v-sync engaged too - but there is a caveat. You'll notice during the frame-rate analysis above that the line holds at an unerring average of 30fps, making just a single exceptional drop to 25fps while bursting through a complex dock area. It's undeniably a rock-solid frame-rate - but while a 30 frames-per-second average sounds good on paper, the practical reality is that motion still suffers from a perceived judder effect at points.
But why? Simply put, smooth 30fps games rely on a single unique frame being followed by a single duplicate frame, repeated over and over to give an even sense of motion from a console's typical 60Hz signal. The alternating order of these frames is crucial, but in Rivals' case we see stretches of play where two unique frames will be trailed by two duplicates - averaging out at the same overall frame-rate, but creating a discernible stuttering to camera motions as they whips past. This is one of the reasons why we are currently working on adding consistency graphs to our performance analysis videos (here's a sample of how it will look once complete). Frame-rate is an average, judder is a split-second phenomenon and in the case of Rivals, it has a fundamental impact on the look and feel of the game.
But does Need for Speed: Rivals actually pin down that promised 30fps? The answer is yes, and it does so with v-sync engaged too - but there is a caveat. You'll notice during the frame-rate analysis above that the line holds at an unerring average of 30fps, making just a single exceptional drop to 25fps while bursting through a complex dock area. It's undeniably a rock-solid frame-rate - but while a 30 frames-per-second average sounds good on paper, the practical reality is that motion still suffers from a perceived judder effect at points.
But why? Simply put, smooth 30fps games rely on a single unique frame being followed by a single duplicate frame, repeated over and over to give an even sense of motion from a console's typical 60Hz signal. The alternating order of these frames is crucial, but in Rivals' case we see stretches of play where two unique frames will be trailed by two duplicates - averaging out at the same overall frame-rate, but creating a discernible stuttering to camera motions as they whips past. This is one of the reasons why we are currently working on adding consistency graphs to our performance analysis videos (here's a sample of how it will look once complete). Frame-rate is an average, judder is a split-second phenomenon and in the case of Rivals, it has a fundamental impact on the look and feel of the game.
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