Better FPS results in better gameplay. Ask any gamer and they will agree with this fact. This has led many players to use up to 120 FPS or even 144 FPS gaming screens. Although better frame rates produce more liquid gameplay, a God of War Animator has stated 30 FPS is an optimal one too.
This matter started when recently, YouTuber Colt Eastwood shared a Tweet comparing 60 FPS and 30 FPS gameplay. He compared the difference in the animation of both frame rates and urged developers to adopt the former. In response, a God of War animator has some insights from the development side and sheds light on the matter.
God of War animator clears the doubts regarding different frame rates
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Eastwood mentioned, “At 30fps, your eyes and brain are getting half of the visual information every 33ms, compared to 60fps.” This, according to him, leads to half of the animations, half of the presentation in motion & half of the fluid response. Although Eastwood was not wrong in his approach, the animations produced at 60 FPS take a lot of time to render. This becomes a time-consuming task for developers, further increasing the time and money spent on projects.
Game developers animate almost everything at 30fps, so you would be seeing all of the animation at a solid 30fps. Anything that’s 60fps you’re seeing interpolation being done by the engine. Occasionally we may export a select animation at 60fps for high detail but that’s rare. https://t.co/X4kthmWygH
— Robert Morrison (@RobertAnim8er) April 30, 2023
Robert Morrison pointed out the fact to him. Morrison has titles like The Last of Us, Injustice 2, and God of War (2018) under his belt. The God of War frame rate setting to a higher one, like the, the game engine takes care of the extra frame rates.
The engine starts interpolation between two individual frames and makes up a smoother transition between those two frames. The animator further shared, “In regards to animation, the important distinction is when an engine interpolates it’s adding frames but it’s not adding detail, it’s not adding quality.”
Problems with interpolation between frames
When done on a large scale, this gives the illusion of smooth, fluid graphics. But this interpolation can also result in glitches in animation or a change in the timing/spacing of animation.
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However, in special instances, Morrison shared developers render the animation in 60 FPS too. This, however, is a very rare occurrence. The 60 FPS animation is usually done for promotional trailers rather than the actual game.
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What are your thoughts on the insights shared by the God of War animator? What do you think is an optimal frame rate setting? Let us know in the comment section below.