Wrong but also not completely wrong.
Comment on Why do low framerates *feel* so much worse on modern video games?
otp@sh.itjust.works 1 day agoBro when Majora’s mask came out nothing was 60fps lol
Huh? 60fps was the standard, at least in Japan and North America, because TVs were at 60Hz/fps.
Actually, 60.0988fps according to speed runners.
VinesNFluff@pawb.social 1 day ago
MichaelScotch@lemmy.world 1 day ago
FPS and alternating current frequency are not at all the same thing
otp@sh.itjust.works 1 day ago
I was looking it up, and games like Super Mario World are allegedly at 60fps according to some random things on the internet
aubeynarf@lemmynsfw.com 1 day ago
Because CRTs (and maybe other displays) are slaved to the input and insensitive to exact timing, and console chipset designers used convenient line counts/clock frequencies, consoles often have frame rates slightly different from standard NTSC (which is 60000/1001 or ~59.94 fields per second).
The 262 AND A HALF lines per field NTSC uses to get the dumb oscillator in a CRT to produce interlacing, is not convenient. “240p” moves the VSYNC pulse, shortening the frame duration.
So NES’s run at -60.1 FPS.
bleistift2@sopuli.xyz 1 day ago
The TV might refresh the screen 60 times per second (or actually refresh half the screen 60 times per second, or actually 50 times per second in Europe), but that’s irrelevant if the game only throws 20 new frames per second at the TV. The effective refresh rate will still be 20Hz.
That’s just a possible explanation. I don’t know what the refresh rate of Majora’s Mask was.
otp@sh.itjust.works 1 day ago
I’m pretty sure the 16-bit era were generally 60FPS
VinesNFluff@pawb.social 1 day ago
Framerates weren’t really a
Thing.
Before consoles had frame-buffers
The first console with a framebuffer was the 3DO. The first console people cared about with a framebuffer was the PSX.
Before that, you were in beam-racing town.
If your processing wasn’t enough to keep up with the TV’s refresh rate (60i/30p in NTSC territories, 50i/25p in PAL) – Things didn’t get stuttery or drop frames like modern games. They’d either literally run in slow-motion, or not display sprites (often both!)
You had the brief window of the HBlank and VBlank intervals of the television to calc stuff and get the next frame ready.
Buuuut, as of the PSX/N64/Saturn, most games were running anywhere between 15 and 60 FPS, with most sitting at the 20s.
otp@sh.itjust.works 11 hours ago
I cared about the 3DO…
Thanks for the info though!