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Disclaimer: I worked on Forza Horizon. I think the main issue with Horizon was actually the open world, even with some serious LoDing that proved render intens
by NickPollard 14y ago
Disclaimer: I worked on Forza Horizon.
I think the main issue with Horizon was actually the open world, even with some serious LoDing that proved render intensive. Also the motion blur as you mentioned. There's always trade-offs to be made, and the 360 isn't getting any faster.
One thing I think perhaps more studios should try is running the main game loop at a different rate to the render loop. As you rightfully pointed out, the physics simulation runs at 360fps in Forza, similarly there's nothing to stop the game from double-buffering some of the game state and running the game at 60fps (including input). Part of the big issue of 30fps games (especially racing ones) is that the input lag becomes much bigger than in 60fps. You're normally looking at at least two frames of input lag - one to process the game, one to render it - so at least 66ms minimum for any button press to take effect. It normally tends to be about 100ms for 30fps games, and 50ms or so for 60fps, which makes the game feel a lot more responsive.