this post was submitted on 06 Jun 2025
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Like I'm not one of THOSE. I know higher = better with framerates.

BUT. I'm also old. And depending on when you ask me, I'll name The Legend of Zelda: Majora's Mask as my favourite game of all time.

The original release of that game ran at a glorious twenty frames per second. No, not thirty. No, not even twenty-four like cinema. Twenty. And sometimes it'd choke on those too!

.... And yet. It never felt bad to play. Sure, it's better at 30FPS on the 3DS remake. Or at 60FPS in the fanmade recomp port. But the 20FPS original is still absolutely playable.

Yet like.

I was playing Fallout 4, right? And when I got to Boston it started lagging in places, because, well, it's Fallout 4. It always lags in places. The lag felt awful, like it really messed with the gamefeel. But checking the FPS counter it was at... 45.

And I'm like -- Why does THIS game, at forty-five frames a second, FEEL so much more stuttery and choked up than ye olde video games felt at twenty?

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[–] raltoid@lemmy.world 25 points 6 days ago* (last edited 5 days ago)

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.

[–] dontbelievethis@sh.itjust.works 10 points 6 days ago

Probably consistency.

Zelda was 20 fps, but it was 20 fps all the time so your brain adjusted to it. You could get lost in the world and story and forget you were playing a game.

Modern games fluctuate so much that it pulls you right out.

[–] AdrianTheFrog@lemmy.world 10 points 6 days ago

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

[–] Ironfacebuster@lemmy.world 10 points 6 days ago

I think it has something to do with frame times.

I'm not an expert but I feel like I remember hearing that low framerate high frametime feels worse than low framerate low frametime. Something to do with the delay it takes to actually display the low framerate?

As some of the other comments mentioned, it's probably also the framerate dropping in general too.

[–] dukeofdummies@lemmy.world 8 points 6 days ago

Well a good chunk of it is that older games only had ONE way they were played. ONE framerate, ONE resolution. They optimized for that.

Nowadays they plan for 60, 120, and if you have less too bad. Upgrade for better results.

[–] Baggie@lemmy.zip 11 points 6 days ago

It depends on what you're running, but often if the frame rate is rock solid and consistent it helps it feel a lot less stuttery. Fallout games are not known for their stability and well functioning unfortunately.

For comparison, deltarune came out a few days ago, that's locked to 30 fps. Sure it's not a full 3D game or anything, but there's a lot of complex motion in the battles and it's not an issue at all. Compared to something like bloodborne or the recent Zeldas, even after getting used to the frame rate they feel awful because they're stuttering all the damn time.

[–] Crozekiel@lemmy.zip 10 points 6 days ago (1 children)

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".

[–] LunarLoony@lemmy.sdf.org 1 points 6 days ago (2 children)

I have never come across a CRT whose native "frame rate" was 24

[–] Crozekiel@lemmy.zip 1 points 4 days ago

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.

[–] VinesNFluff@pawb.social 2 points 6 days ago

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.

[–] palordrolap@fedia.io 10 points 6 days ago

Two things that haven't quite been mentioned yet:

1) Real life has effectively infinite FPS, so you might expect that the closer a game is to reality, the higher your brain wants the FPS to be in order for it to make sense. This might not be true for everyone, but I imagine it could be for some people.

More likely: 2) If you've played other things at high FPS you might be used to it on a computer screen, so when something is below that performance, it just doesn't look right.

These might not be entirely accurate on their own and factors of these and other things mentioned elsewhere might be at play.

Source: Kind of an inversion of the above: I can't focus properly if games are set higher than 30FPS; It feels like my eyes are being torn in different directions. But then, the games I play are old or deliberately blocky, so they're not particularly "real" looking, and I don't have much trouble with real life's "infinite" FPS.

[–] Yermaw@lemm.ee 7 points 6 days ago (1 children)

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.

[–] Toes@ani.social 4 points 6 days ago

Are you using an OLED screen?

I had to tinker with mine a fair bit before my PS1 looked good on it.

[–] Ghostalmedia@lemmy.world 8 points 6 days ago (1 children)

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.

[–] Crozekiel@lemmy.zip 6 points 6 days ago (1 children)

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.

[–] Ghostalmedia@lemmy.world 5 points 6 days ago

Trinatron baby

[–] overload@sopuli.xyz 3 points 6 days ago (1 children)

I think player expectations play a big role here. It's because you grew up with 20fps on ocarina of time that you accept how it looks.

I'm pretty sure that game is not a locked 20 FPS and can jump around a bit between 15-20, so the argument that it is locked 20 and so feels smooth doesn't really convince me.

If that game came out today as an indie game it would be getting trashed for its performance.

[–] VinesNFluff@pawb.social 1 points 6 days ago* (last edited 6 days ago) (1 children)

Funny

I played a lot of Lunistice some time back. It's a retro 3D platformer that has an option to cap the framerate at 20 for a "more authentic retro feel". Fun lil' game, even if I eventually uncapped the framerate because it's also a high-speed and precision platformer and doing that at 20FPS is dizzying.

And yes absolutely Zelda 64 chokes on its 20 frames from time to time. I played it enough (again, yearly tradition, which started when I first finished the duology in the mid-aughts) to know that.

But it wouldn't change the fact that its absolute maximum is 20 and it still doesn't feel bad to play.

[–] overload@sopuli.xyz 2 points 5 days ago

Haha that's an interesting 20fps cap option.

I want to give an example of Final Fantasy VII for the PS1. The battles in that game have very low frame rate, about 18 FPS. I modded the game on steam a couple of years ago and unlocked the frame rate, so it was running at 60fps.

I remember it was transformative to the point where it was unsettling to look at, because I had become so accustomed to 18 FPS for that game.

Absolutely after a few battles I preferred it, but it did strike me that some aspect of the games' identity was tied to that low FPS. Nostalgia is a powerful thing for me.

[–] FreedomAdvocate@lemmy.net.au 3 points 6 days ago

If you’re not playing on a VRR display 45fps *will * be horrible and stuttery. 30fps locked would feel significantly better.

[–] Lembot_0003@lemmy.zip 92 points 1 week ago (2 children)

Stability of those fps are even more important. Modern games have problems with that.

[–] umbrella@lemmy.ml 15 points 6 days ago* (last edited 6 days ago)

also latency! playing with high input latency typical of when modern game engines choke is awful.

[–] prole@lemmy.blahaj.zone 6 points 6 days ago* (last edited 6 days ago)

Because they all fuck with the frame timing in order to try to make the fps higher (on paper)

[–] BombOmOm@lemmy.world 61 points 1 week ago* (last edited 1 week ago) (1 children)

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.

[–] IceFoxX@lemmy.world 1 points 6 days ago

30 50 30 60 30... Thats FPS... Frametime means the time between each frame in this second.

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