Some old games are still pretty rough with their original frame rate. I recently played 4 player golden eye on an n64, and that frame rate was pretty tough to deal with. I had to retrain my brain to process that.
Out of curiosity, did you have an actual N64 hooked up to a modern TV? A lot of those old games meant to be played on a CRT will look like absolute dog shit on a modern LCD panel. Text is harder to read, it is harder to tell what a shape is supposed to be, it's really bad.
Trinatron baby
Game design is a big part of this too. Particularly first person or other fine camera control feels very bad when mouse movement is lagging.
I agree with what the other commenters are saying too, if it feels awful at 45 fps your 0.1% low frame rate is probably like 10 fps
Stuttering, but mostly it's the FPS changing.
Lock the FPS to below the lowest point where it lags, and suddenly it wont feel as bad since it's consistent.
EDIT: I completley skipped over that you used Fallout 4 as an example. That engine tied game speed and physics to fps last time I played. So unless you mod the game, things will literally move "slower" as the fps drops.
Part of it is about how close you are to the target FPS. They likely made the old N64 games to run somewhere around 24 FPS since that was an extremely common "frame rate" for CRT TVs common at the time. Therefore, the animations of, well, basically everything that moves in the game can be tuned to that frame rate. It would probably look like jank crap if they made the animations have 120 frames for 1 second of animation, but they didn't.
On to Fallout 4... Oh boy. Bethesda jank. Creation engine game speed is tied to frame rate. They had several problems with the launch of Fallout76 because if you had a really powerful computer and unlocked your frame rate, you would be moving 2-3 times faster than you should have been. It's a funny little thing to do in a single-player game, but absolutely devastating in a multi-player game. So, if your machine is chugging a bit and the frame rate slows down, it isn't just your visual rate of new images appearing that is slowing down, it's the speed at which the entire game does stuff that slowed down. It feels bad.
And also, as others have said, frame time, dropped frames, and how stable the frame rate is makes a huge difference too in how it "feels".
I have never come across a CRT whose native "frame rate" was 24
Yeah it's actually around the 30s (or 60s, depending on whether you consider interlaced frames to be 'true' or just 'halves')
A CRT television runs at 60Hz because it uses the alternating current from the wall as a reference, but in every half cycle it only actually draws half of the image. "60i" as they call it.
So you can say it's 60 interlaced frames a second, which is about comparable to 30 progressive frames.
That's true, but I didn't say that was the native "frame rate" of the TVs, just a very commonly used frame rate at the time. And, at least in my experience, desync'ed frame rate and refresh rate is less of a problem on CRTs than LCDs - you don't "feel" it as much generally.
Bro when Majora's mask came out nothing was 60fps lol. We weren't used to it like how we are today. I'm used to 80fps so 60 to me feels like trash sometimes.
Yeah but even now you can go back and play Majora's mask, and it not feel bad.
But as mentioned the real thing is consistancy, as well as the scale of action, pace of the game etc... Zelda games weren't sharp pinpoint control games like say a modern FPS. Gameplay was fairly slow. and yeah second factor is simply games that were 20FPS, were made to be a 100% consistant 20 FPS. A game locked in at 20, will feel way smoother than one that alternates between 60 and 45
No more optimizations. This must then be compensated for with computing power, i.e. by the end user. These are cost reasons. Apart from that, the scope has become much larger, making optimizations more time-consuming and therefore more expensive. In the case of consoles, there is also the fact that optimizations have to be made specifically for a hardware configuration and not, as with PCs, where the range of available components is continuously increasing. Nevertheless, the aim is to cut costs while maximizing profits.
The display being at a higher resolution doesnt help either. Running retro games on my fancy flatscreen hi-def massive TV makes them look and feel so much worse than on the smaller fuzzy CRT screens of the time.
I can't stand modern games with lower frame rates. I had to give up on Avowed and a few other late titles on the series S because it makes me feel sick when turning the camera. I assume most of the later titles on xbox will be doing this as theyre starting to push what the systems are capable of and the series S can't really cope as well.
It's a few things, but a big one is the framerate jumping around (inconsistent frame time). A consistent 30fps feels better than 30, 50, 30, 60, 45, etc. Many games will have a frame cap feature, which is helpful here. Cap the game off at whatever you can consistently hit in the game that your monitor can display. If you have a 60hz monitor, start with the cap at 60.
Also, many games add motion blur, AI generated frames, TAA, and other things that really just fuck up everything. You can normally turn those off, but you have to know to go do it.
If you are on console, good fucking luck. Developers rarely include such options on console releases.
30 50 30 60 30... Thats FPS... Frametime means the time between each frame in this second.
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