It's not even about "wait for mobiles until they get more powerful". We will use it where we deem it best fit our needs. The important point is allow us gamedevs to decide. A steady 30 fps will appear more visually smooth than fluctuations at ~60 fps. Our 2D games have no excuse putting such a strain on mobile CPU.īesides this point, many game genres do not function better at 60 fps for mobiles.
Why is dying light only running at 30 fps pc Pc#
XCOM, the awesome 3D game, PC quality, drains mobiles in about 2 hours. Even modern devices like the iPhone 6 Plus, while very fast, and can run most C2 games at 60 fps, it puts a major strain on the CPU, resulting in a very hot phone and the battery dead in about 2 hours. Mobiles need this the most, particularly because JS + wrappers is inherently not as fast as native, so the CPU has to work harder by default. Locked 30 fps functions very well on the biggest gaming platform: consoles. It's not a degradation of the user experience at all. completely rubbish, but they didn't seem to care!" and once I saw someone on a plane playing a Bejeweled clone at 4 FPS. Also I think most casual players are far less sensitive to framerate issues than we are - I remember a few years ago crappy software-rendered Flash games staggering along with a horrible framerate still going viral all over the web.
![why is dying light only running at 30 fps pc why is dying light only running at 30 fps pc](https://live.staticflickr.com/65535/51204125310_239a8f01c5_h.jpg)
Perhaps you could provide an in-game option to reduce the number of sprites/effects to a "lo-fi" version to help it run faster if the player doesn't like the variable framerate. With delta-time variable framerates should still continue gameplay at a steady rate.
![why is dying light only running at 30 fps pc why is dying light only running at 30 fps pc](https://guides.magicgameworld.com/files/dyinglight.png)
So I don't really buy that this improves the user experience. Give it a couple of years and then everyone's got more powerful devices which are capable of 60 FPS, and you're unnecessarily degrading the experience for everybody. It seems a backward justification: if your intent is to prevent degrading the user experience, then implementing a framerate cap will degrade the user experience on high-end devices that are perfectly capable of 60 FPS.