F5F Stay Refreshed Software PC Gaming The game supports playback at up to 150 frames per second and 175 frames per second.

The game supports playback at up to 150 frames per second and 175 frames per second.

The game supports playback at up to 150 frames per second and 175 frames per second.

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kristina7873
Junior Member
17
03-19-2023, 03:44 PM
#1
Seeking insights on why these games have specific frame limits. Understanding the technical constraints behind multiplayer titles like Smite and Paladins. The desire to adapt without suggesting fixes, just curiosity about the reasoning. For instance, Smite 2 offers a "no cap" setting but still caps at the monitor's refresh rate, which is a step up from the usual limits. Higher refresh rates aren't always better in competitive settings, but they can provide an edge.
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kristina7873
03-19-2023, 03:44 PM #1

Seeking insights on why these games have specific frame limits. Understanding the technical constraints behind multiplayer titles like Smite and Paladins. The desire to adapt without suggesting fixes, just curiosity about the reasoning. For instance, Smite 2 offers a "no cap" setting but still caps at the monitor's refresh rate, which is a step up from the usual limits. Higher refresh rates aren't always better in competitive settings, but they can provide an edge.

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TheWizard404
Junior Member
12
03-19-2023, 07:05 PM
#2
Only the creator could confirm this, but these restrictions usually exist because faster frames cause visual problems, odd physics behavior, desyncs in online play, and similar challenges. They likely didn’t think about solving these issues to reach even higher frame rates, so they set a limit instead.
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TheWizard404
03-19-2023, 07:05 PM #2

Only the creator could confirm this, but these restrictions usually exist because faster frames cause visual problems, odd physics behavior, desyncs in online play, and similar challenges. They likely didn’t think about solving these issues to reach even higher frame rates, so they set a limit instead.

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DrummerBS
Member
185
03-19-2023, 07:51 PM
#3
Since it's more affordable. It's less costly to animate something when you're sure it only needs to appear for 60 frames than to build the animation vector from scratch. The quickest and simplest method to create a game is to base the logic on frames per second. That's why many older titles run at sluggish speeds once the 30fps limit is exceeded, allowing smoother play at 60fps afterward. The same applies to physics, game rules, and so on. One reason indie developers often cap at 60fps is it's quicker, cheaper, and simpler. Using an older engine meant for lower FPS games tends to struggle with modern performance unless it was originally built that way. Just check GTA 4—ran at 50fps in 2008 and still operates at 50fps today.
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DrummerBS
03-19-2023, 07:51 PM #3

Since it's more affordable. It's less costly to animate something when you're sure it only needs to appear for 60 frames than to build the animation vector from scratch. The quickest and simplest method to create a game is to base the logic on frames per second. That's why many older titles run at sluggish speeds once the 30fps limit is exceeded, allowing smoother play at 60fps afterward. The same applies to physics, game rules, and so on. One reason indie developers often cap at 60fps is it's quicker, cheaper, and simpler. Using an older engine meant for lower FPS games tends to struggle with modern performance unless it was originally built that way. Just check GTA 4—ran at 50fps in 2008 and still operates at 50fps today.

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FistKill
Member
59
03-19-2023, 08:48 PM
#4
Typically a limit imposed stems from problems with higher frame rates in games using outdated engines and code. If it seems to reach its maximum at your monitor's Hz, it might be possible to increase it via the config file. Still, this could lead to complications, which is why it isn't listed in the menu.
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FistKill
03-19-2023, 08:48 PM #4

Typically a limit imposed stems from problems with higher frame rates in games using outdated engines and code. If it seems to reach its maximum at your monitor's Hz, it might be possible to increase it via the config file. Still, this could lead to complications, which is why it isn't listed in the menu.

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214
03-21-2023, 07:45 AM
#5
In theory it's true, but most animations operate below 60 frames per second anyway. That’s why “motion blur” was created—just a simple button in the engine. It’s impressive how little effort goes into it. They even adjust resolutions; some textures are upscaled to look sharp at 4K while others stay at lower rates. Regarding game logic, yes, but it’s often used for other reasons too. Sometimes things happen unexpectedly during gameplay because they’re tied to performance rather than the exact moment. That makes mechanics feel more natural and less jarring. For example, a timer might interrupt actions when it’s supposed to, which can make the experience seem unfair in competitive settings. So a strict 60 FPS requirement helps ensure fairness across players.
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Br4t_Perrypouu
03-21-2023, 07:45 AM #5

In theory it's true, but most animations operate below 60 frames per second anyway. That’s why “motion blur” was created—just a simple button in the engine. It’s impressive how little effort goes into it. They even adjust resolutions; some textures are upscaled to look sharp at 4K while others stay at lower rates. Regarding game logic, yes, but it’s often used for other reasons too. Sometimes things happen unexpectedly during gameplay because they’re tied to performance rather than the exact moment. That makes mechanics feel more natural and less jarring. For example, a timer might interrupt actions when it’s supposed to, which can make the experience seem unfair in competitive settings. So a strict 60 FPS requirement helps ensure fairness across players.

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KooCoo1
Junior Member
26
03-21-2023, 09:16 AM
#6
This was one of my top games ever — "Devils Third Online" ran at 60 fps perfectly. The online matches were intense, and it felt great at first. Later, a Western company bought it, and things improved quickly with more players joining. But soon some fans pushed for higher framerates, and the developers complied, which broke the game. Two weeks passed and the service was permanently closed. Gg.
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KooCoo1
03-21-2023, 09:16 AM #6

This was one of my top games ever — "Devils Third Online" ran at 60 fps perfectly. The online matches were intense, and it felt great at first. Later, a Western company bought it, and things improved quickly with more players joining. But soon some fans pushed for higher framerates, and the developers complied, which broke the game. Two weeks passed and the service was permanently closed. Gg.