

- #Ps3 tales of symphonia chronicles framerate Pc#
- #Ps3 tales of symphonia chronicles framerate ps3#
- #Ps3 tales of symphonia chronicles framerate ps2#
Its definitely not a hardware issue on my part as I run way more intense games than this one. It only happens in battle, and is very consistent from start to finish. I think "judder" is a better way of putting it. I'd love to get there but I don't know if I ever will. This is the only thing upping the framerate to 60 is going to change in this game. Judder, however, is a completely different issue. Stuttering should be eliminated with TSFix if you run the game at its correct 30 FPS.
#Ps3 tales of symphonia chronicles framerate Pc#
This is an alright design if your game runs on fixed-spec hardware and you can meet some pre-determined performance level 100% of the time, it's not the greatest design on PC though. The game ticks a fixed amount of simulation time away each frame and if you double the frame rate, you double the game rate. Originally posted by Kaldaien:You will not get a smoother experience by raising the framerate cap to 60. The PS3/Steam versions luckily improved on the first two issues, but the 30FPS is still there.
#Ps3 tales of symphonia chronicles framerate ps2#
When I imported the PS2 version back in the day, the muddy textures, slow loading times, and frame rate were pretty obvious. While you're correct that CRTs did help mask a lot of flaws in games back then, the Gamecube version was actually "smoother". Unfortunately it seems that due to Namco cutting corners, the game runs at 30FPS and seems difficult to fix since they seem to have rewrote a lot of the game logic back in the PS2 days when they initially ported it from the Gamecube hardware.

#Ps3 tales of symphonia chronicles framerate ps3#
The Gamecube version was actually 60FPS, and was stronger than the PS2 at the time, which the PC port, is based off of (well to be more precise, it's based off the PS3 HD version which is based off the PS2 enhanced port). That's why games like the old Final Fantasy games on Steam look especially terrible because their aesthetics were designed with the blurriness of CRT's in mind, along with the smaller amount of pixels, to hide and mask some of their visual mistakes or visual inadequacies. Games back then were designed with CRT monitors in mind. Combine that, with the smaller amount of pixels that CRT monitors have (meaning, more blurriness) and you get the illusion of a smoother display. And CRT monitors have a considerably higher frame refresh rate than LED/flat panel monitors, and a lower delay between frames as well. When this game was released, CRT monitors were the main thing. And considering the fact that this game used to be on Gamecube, which isn't exactly the strongest piece of hardware around, it's understandable that this game is fixed on 30 fps.Īnother thing I should clarify for you is that the game didn't run "smoother" on Gamecube. Designing a game and an engine for 30 fps is significantly easier than 60. They are not designed to be able to run over that amount. Originally posted by ~Corvo~:Older games, or games that are designed in this way, get broken when they run past 30 FPS.

Older games, or games that are designed in this way, get broken when they run past 30 FPS.
