@scooby_dooo: Naughty Dog, the 'kings of their trade' as you say, selected 60fps for this game's multiplayer mode. Obviously not an arbitrary decision. The earliest footage of the game at past E3s was also 60fps, as they really wanted to translate their efforts on TLoU remaster's engine over to Uncharted 4. But in the interest of maximum detail, effects, and physics (as mentioned by them in interviews) they dialed the campaign back to 30 and committed themselves to 60 for MP.
Totally okay with that trade-off, but it goes to show that even the masters know when and why to aim for different console frame rates apropos to limitations and gameplay type.
@scooby_dooo: Among other reasons (for example, move animation in a 60fps fighting game), the polling rate on your controller is ostensibly 'faster' than 30fps, so 60fps is a significantly closer alignment with perception of input-to-action in a raw, physiological sense. That's something that all able-bodied humans share, even you.
Incidentally, the film comparison doesn't do us much good in this discussion, as you're comparing passive-participation media to interactive-participation media, in terms of moment-to-moment engagement of the viewer vs. the player.
@scooby_dooo: Although I'm totally fine with a solid and stable 30fps in most or all games' story mode, it's really unfortunate that you can't tell the difference between 30 and 60. When it comes to genres like fighters and racing, or any 1st/3rd-person action game's multiplayer modes, the 60fps goes beyond aesthetic preference and directly improves input-to-action in gameplay. It's simply superior for the user experience, and has very little to do with elitism.
@Mirimon78: so you're suggesting that m/kb users get handicapped mouse speeds to be on even ground with console users, eh? What about other critical elements such as FOV and aim assist? Slow down the mouse, but give m/kb users aim assist on par with console users? "Aim Assist" - ick. I prefer to assist my aim with a sweet mouse, great framerate, and skill. Perhaps that's why I do shooters on PC and most other genres on console. Sometimes certain configurations just make more sense for specific genres. Comes down to being logical, not elitist.
@Mirimon78: Think outside the box. From Microsoft's point of view, this isn't just about "Xbox One users playing multiplayer games with PS4 users". Oh hell no, it's not that simple.
This is about the Xbox Live platform becoming a single entity on their console and Windows 10 PCs, and attempting to peel away users (and more importantly at this point, developers) from services like Steam. They're deeply lamenting their past inability to get a PC game storefront and multiplayer service up and running on a competitive and profitable level. Consider how embarrassing it is for the OS maker to not have a foothold in that market! Shareholders must be livid.
This is about Xbox Live the platform, Windows 10 Store the thinly-veiled walled garden, and UWP the 'environment control system' - currently flubbing its way through less than adequate PC releases on the Windows Store, clearly suffering from UWP's under-tested rush to market.
I'm not villainizing Microsoft's attempt to get cross-network play happening with Xbox Live, but you really need to read between the lines (and, as always, follow the money) to understand their overarching goals here for UWP and service platforms.
@Mirimon78: ROFL, manually handicap the other by reducing the maximum movement speed of the mouse. Oh yeah, that kind of thing goes over real well with players - not. Especially folks like myself with high end, finely-tuned high DPI gaming mice.
It's not an unsolvable scenario, however.
In the past, a handful of PC FPS devs have literally marked servers (with an icon on server select screens) as Controller or Mouse + Keyboard servers. Granted, unless the game has some kind of pseudo-peripheral detection system, it doesn't stop M/KB people from joining Controller servers, but it's a decent "honour" system for players seeking similar (control interface) competitive environments.
Looks like plenty of battle scenes at least. The CG is kinda' glimmery on the orcs and dwarf, but that should melt into acceptance if the performances and interactions between human/virtual actors remains tight throughout.
It'll have an .ini file with several more tweakable settings. Just don't get the Windows 10 store version of a PC game if you want easy access to game setting files (for now - hopefully they absorb the feedback and petitions out there, and fix the garbage UWP problems).
Remember folks, this is a per game and per developer situation. You have to commit to keeping game versions and updates nearly identical to enable full cross-network/server play. That means updates need to flow through both Xbox Live and PSN certification process on, again, near-identical timelines. It's not a magical ON switch that a few people can hit at MS and Sony, suddenly enabling true cross-network play. Not to mention, there's no mystical ON switch to enable retroactive cross-play with already-available titles. It all comes down to developers willing to put in the effort to sync-up their client and server versions across the board and get them through cert simultaneously, which as we know (think: console patches coming out at different times) isn't as easy as it may appear. All three parties have to get perfectly in sync.
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