Subscribe To DriveClub's Day/Night Cycle Explained, Hard-Locked At 30fps On PS4 Updates
I've already subscribed
More details have emerged for the upcoming PlayStation 4 exclusive, DriveClub. Following up on the release date news, new info has confirmed the game's frame-rate and day and night cycle setup.
Gaming Bolt picked up news from the PlayStation blog, where it was revealed by DriveClub's new game director, Paul Rustchynsky, that the game is hard-locked at 30 frames per second...
“The most important thing for a racing game is a locked frame-rate – whether it’s 30fps or 60fps. It’s vital that every controller input you make is consistent and also equal for all drivers. We chose a locked frame-rate for this very reason and with 30fps we don’t have to hold back any of the obsessive visual detail in our game,”
While some gamers will say ridiculous things like “Well, I prefer 30fps over 60fps... it's just better.” I would suggest you get laser-eye surgery immediately. You've been playing too many sub-30fps games on potato machines and it's completely ruined your vision, Ace.
Of course, given the game's amazing visuals it's not hard to see why it had to be locked at 30fps. The likelihood is that it was barely hitting 60fps and they had to make some concessions to keep it locked at 30fps instead of dealing with fluctuating frame-rates.
Sadly, it means that with the visuals that it has and running at native 1080p, as confirmed by GameRanx, Evolution Studios just wasn't capable of getting those visuals at that resolution with 60 frames per second.
It seems a little odd that so early into an x86 generation of gaming we're seeing ceilings being bumped. EA and Ghost Games ran into the exact same problem with the troubled Need for Speed: Rivals, where the game's 30fps hard-lock caused some major problems for PC gamers.
Still, 1080p and hard-locked 30fps sure beats 792p and an unstable and inconsistent 57 fps. By comparison, you're still getting more and paying less in the case of the former.
But getting back on track – DriveClub's day and night cycle was also detailed. The team didn't want it setup like some games where the day/night feature was attached to the real-time system clock, but instead focused on player-customization, with Rustchynsky saying...
“We tested this because on paper it sounds really cool, but when you actually play at the real time of day for a while you lose a lot of the magic and diversity. We allow you to customise the start time and the time compression (time lapse) in every race you set up, so you have lots of flexibility yourself,”
Well that's fine.
I don't have as much hope for DriveClub as I do Project CARS. The latter is working on a smaller budget with a smaller team, but it looks so amazing. Also, since it's on PC you can play it with triple monitors at 4K and 120fps. Glorious PC Master Race for the win.