Well I said 30fps will be the norm in next-Gen games on consoles in 2020 several times but now the man is finally saying the same.
About UE5
About Gotham Knights:
About Plague Tale: Requiem:
About 40FPS being the new "performance mode":
Thanks Sullivan on ERA where I shameless copies most of text.
About UE5
It's a tricky question to answer, but ultimately, I feel it is inevitable that the proliferation of 60fps support will slack off significantly - not least because so many titles are looking to tap into the full array of features offered by Epic's Unreal Engine 5, which sets the stage for a new 3D rendering paradigm. We've already had our first taste of the kind of fidelity UE5 offers thanks to last year's phenomenal demo - The Matrix Awakens - based on an early rendition of the engine's features. Lumen, tapping into hardware-accelerated ray tracing features, delivers an astonishingly realistic lighting solution, while Nanite offers a level of geometric detail in excess of traditional rendering.
It's quite unlike anything we've seen before, but the point is that the demo runs at an inconsistent 30fps during gameplay, while cutscenes are actually operating at a literally cinematic 24fps. Both CPU and GPU are put through the wringer here, so simply scaling down resolution to improve frame-rate will not help much.
About Gotham Knights:
To put it brutally, Gotham Knights' 30fps nature on consoles appears to be down to the authorship of the game as opposed to the raw capabilities of the hardware. It's only speculation of course, but based on what we've seen, the brute force power of the new machines is used to make a game that likely couldn't run well on PS4 and Xbox One work even at a basic level on PS5 and Xbox Series hardware. By extension, it's not the best example of why a transition to 30fps console gaming may be coming.
About Plague Tale: Requiem:
A Plague Tale: Requiem is a lot more interesting, simply because the reputation and accomplishments of Asobo Studio are exceptionally impressive. Here, we find a game that is pushing phenomenal levels of detail, beautiful materials and characters and a remarkable lighting solution. On PlayStation 5 and Xbox Series X, the native resolution is 2560x1440, using temporal accumulation to upscale to a convincing-looking 4K, while Series S runs at 900p with a 1080p output target. 30 frames per second is the target, but the fidelity Asobo aims for can see PlayStation 5 in particular drop beneath the performance target.
Would, say, a 1080p performance mode be possible for this title for the premium consoles? After all, if Series S delivers 900p30, the notion that Series X - with a notional 3x improvement to GPU power - could deliver 1080p60 doesn't sound outrageous. At this point, we need to consider that developers that aren't targeting last-gen console CPUs may already be challenging the Zen 2 cores with their latest wares. Our friend at the brilliantly-named Analog Foundry presented their take on A Plague Tale optimised settings for use on an RTX 3070 paired with a Ryzen 7 3700X CPU, based on the same Zen 2 architecture as the consoles. this clipsuggests that performance can drop into the mid to high 30s, likely down to CPU limitations as the GPU is clearly under-utilised. Based on the footage, running those many thousands of rates comes at a cost.
About 40FPS being the new "performance mode":
The goalposts have shifted with Asobo Studio opting for fidelity and visual accomplishment over performance - but there is a twist via support for 40fps on 120Hz displays. Sony's first-party studios have championed the use of 40fps fidelity modes for much of its recent output, including Uncharted: The Legacy Collection, Horizon Forbidden West and The Last of Us Part 1. The trend was kickstarted by Insomniac Games where its Spider-Man titles and Ratchet and Clank: Rift in Time showcased the feature. The reason 30fps exists in the first place is that it cleanly divides into the 60Hz refresh rate of most displays - the same frame persists for two screen refreshes and looks consistent. 40fps is the logical progression for the new wave of 120Hz screens: the screen refreshes three times per game frame and it offers a much smoother look than 30fps.
This may sound weird when you're 'only' getting an extra 10 frames per second but Frame-rate isn't linear, frame-time is. A 30fps game updates every 33.3ms, a 60fps game updates every 16.7ms. Targeting 40fps puts you bang in the middle with a 25ms per-frame persistence. It may well be 'only' an extra 10fps, but it looks so much smoother because it is at the exact mid-point between a 30fps and 60fps presentation.
To illustrate why frame-time is a more useful performance metric than frame-rate, consider this: the difference between 30fps and 60fps is 30fps but so is the difference between 90fps and 120fps. However, the improvement in frame-time - which is essentially how you perceive the flow of the game - drops by 16.7ms in the leap from 30fps to 60fps. However, boosting frame-rate from 90fps to 120fps only reduces frame-time by 2.8ms. Faster is better, but as frame-rate scales, actual perceivable improvements to performance swiftly enter the realm of diminishing returns. By the same token, cutting frame-time from 33.3ms (30fps) down to 25ms (40fps) is far more of a win perceptually than the frame-rate figure suggests.
Why the return of 30fps console games is inevitable
Future games will be more ambitious - and they can't all run at 60fps.
www.eurogamer.net
Thanks Sullivan on ERA where I shameless copies most of text.
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