And that's such a shame that COD doesn't support dedicated servers on consoles but until relatively recently almost no one did, CoD was still best on consoles. But like 60fps, this is taken as a given on PC.Frostbite3789 said:Yeah, too bad it'll be completely negated by the amount of lag that occurs in an average console CoD game.Treblaine said:They don't have to SEE the framerate. They just have to feel it.smartengine said:Yeah, I'm sure that the average 360 player will care...
COD may be a trashy franchise but it has done something REALLY well which is focus on the absolute best controls you can get on a console.
The 60fps you can't see - that's the point. You can't see something which is supposed to appear fluid and continuous, it REALLY does matter in fast paced shooters.
COD devs have also focused intently on very tight controls with almost zero "dead zone" in the analogue sticks and gone to extraordinary lengths to reduce input lag. Remember all the fuss about Killzone 2's laggy controls? It looked nice but it played like you were controlling a rusty old gun turret, it just was not responsive enough.
Players can't describe what they are seeing, they just know when games do it wrong they play worse but with video games the control interface is so integrated if the game's input lags, stutters and is imprecise then the player actually cannot percieve if it is the game or THEMSELVES that is failing.
Poor controls give the illusion your reaction time / competence is failing because you are tired or psyched out.
I've seen this myself in the extensive tweaking I have done with PC games and console games alike.
Trust me you can especially when frame-rate drops from 60 to 35 in something like just cause 2 when you enter a rainforest area. Generally it doesn't affect gameplay quality much but It annoys me when the flow of the game changes rapidly.Zhukov said:Can the untrained human eye even tell the difference between 30fps and 60fps?
I can so see an 360 the bursting into flames then a few hours we'll see "videogames causes fires tonight on fox news"RUINER ACTUAL said:I play MW2 (60fps) and Bad Company 2 (30) often, and I don't think I've had an encounter where I've blamed the animations for slowing me down due to frame rate. I can easily tell the difference, but I've done work in animation and video, and played a lot of CoD4. Many people can't see the difference, and it doesn't effect gameplay enough to warrant this guy from Activision talking about it. He has no idea even why BF3 won't run at 60fps (on consoles):TimeLord said:But in a multiplayer game where the difference between life and death can be a few frames. 60 is definitely the better option. But how many people can actually notice the difference?
DICE doesn't want to set your xbox on fire!
They just copied the Halo 1 control scheme with minor adjustments. Why so much praise for a simple and fairly standard control scheme?Treblaine said:They don't have to SEE the framerate. They just have to feel it.
COD may be a trashy franchise but it has done something REALLY well which is focus on the absolute best controls you can get on a console.
The 60fps you can't see - that's the point. You can't see something which is supposed to appear fluid and continuous, it REALLY does matter in fast paced shooters.
COD devs have also focused intently on very tight controls with almost zero "dead zone" in the analogue sticks and gone to extraordinary lengths to reduce input lag. Remember all the fuss about Killzone 2's laggy controls? It looked nice but it played like you were controlling a rusty old gun turret, it just was not responsive enough.
Players can't describe what they are seeing, they just know when games do it wrong they play worse but with video games the control interface is so integrated if the game's input lags, stutters and is imprecise then the player actually cannot percieve if it is the game or THEMSELVES that is failing.
Poor controls give the illusion your reaction time / competence is failing because you are tired or psyched out.
I've seen this myself in the extensive tweaking I have done with PC games and console games alike.
Do you understand what I mean by "tight controls" what it means to have an analogue stick with no "dead-zone". The dead-zone is the small angles of the controls stick that developers will have not interpret any input. This makes the camera easier to control for those who are pretty clumsy at gaming but those who really want to push the limits (of gamepads) controllability.Shy_Guy said:They just copied the Halo 1 control scheme with minor adjustments. Why so much praise for a simple and fairly standard control scheme?Treblaine said:They don't have to SEE the framerate. They just have to feel it.
COD may be a trashy franchise but it has done something REALLY well which is focus on the absolute best controls you can get on a console.
The 60fps you can't see - that's the point. You can't see something which is supposed to appear fluid and continuous, it REALLY does matter in fast paced shooters.
COD devs have also focused intently on very tight controls with almost zero "dead zone" in the analogue sticks and gone to extraordinary lengths to reduce input lag. Remember all the fuss about Killzone 2's laggy controls? It looked nice but it played like you were controlling a rusty old gun turret, it just was not responsive enough.
Players can't describe what they are seeing, they just know when games do it wrong they play worse but with video games the control interface is so integrated if the game's input lags, stutters and is imprecise then the player actually cannot percieve if it is the game or THEMSELVES that is failing.
Poor controls give the illusion your reaction time / competence is failing because you are tired or psyched out.
I've seen this myself in the extensive tweaking I have done with PC games and console games alike.
And did you actually play Killzone 2? The controls weren't laggy, and the delay in weapon aiming was intentional (though odd).
CoD does well enough with the controls and responsiveness, but it's not as special as you're trying to make it seem. Oh, and fps really doesn't have any effect on actual gameplay. Sorry, you're positively wrong there. Stop spouting nonsense as though it's fact.
Edit: To clarify, I can easily tell the difference between 30 and 60 fps. Not to mention drops in fps. But a game playing at a consistent 30fps is the same gameplay-wise as one running at 60fps. 60fps IS better as an experience is all.
Nope. That was 100% marketing bullshit with precisely zero technological basis.orangeapples said:Blast Processing.
That was Sega's competitive edge, and look at where that got them.
Yeah because games are EXACTLY like movies, it doesn't matter how crappy they are to play, only if they look nice.Shy_Guy said:Yeah! 60fps! And blurry textures! Crappy shadows and lighting! And don't forget the wonderful blockiness. Woo! Gooooooo CoD!
Seriously, 60fps can suck it. I'll take a steady 30 with better graphics and larger maps.
Really? Of course gameplay is more important. I'm saying I'll take more bells and whistles over the difference between 30 and 60fps. And so will just about everyone.Treblaine said:Yeah because games are EXACTLY like movies, it doesn't matter how crappy they are to play, only if they look nice.
Just like a movie doesn't have to have good characters or storytelling jsut as long as it has the most Xtreeeeem CGI, like Transformers 2...
(/sarc)
Nail the gameplay THEN pump up the graphics! Right now only PC can do HD 60fps and good graphics.