If you're a big-time fan of racing games, you know how important silky smooth 60 frames per second can be.
This is why developer Ubisoft Reflections opted to delay Driver: San Francisco : according to what Creative Director Martin Edmondson told X360A , the player can easily tell the difference between 30 and 60 frames per second, and that difference is very significant:
"60 frames per second is one of those things, that's not just a number. If you play a game running at 30 and you play a game running at 60, the difference back to back is certainly quite immense. The fluidity of the visuals, they come toward you smoothly and beautifully. It's much closer to how quickly your eye works and it actually matches the way most TVs update rather than repeating the frame twice so you get that blurred thing at 30. It's also to do with the responsiveness of the controls. It seems like a small thing but once you get that thirtieth-of-a-second gain and things are reacting within a sixtieth-of-a-second, especially in a game like Driver with all the traffic coming at you like this, it's difficult to measure."
Yeah, it took a ton of extra effort but in the end, the gamer benefits. Edmondson added that in its present condition, they can switch back and forth between 30 and 60 frames per second in the new Driver , and although many of us are used to 30FPS, it's clear that all that effort is worth it for 60. Now, we just need to play the game, which looks plenty promising.
Related Game(s): Driver: San Francisco