Kabam, when will the graphics resolution and FPS settings appear in the game?

1toxic_cupcake1toxic_cupcake Member Posts: 114
My phone is now set up so that I have 120 hertz in its screen resolutions. I feel this smoothness in everything. My phone is SGS 22 ultra. In 2024, I have a theoretical plan to change the phone to the SGS 24 ultra, which will have even more possibilities in terms of adaptation and graphics. The question is, why does your game still have a 30 FPS log in 2023? Everyone understands that this amount is quite enough for budget phones, but now a lot of people are playing on smartphones with higher performance. Is it really impossible to develop an optimal threshold for adjusting graphics in the game parameters so that each player can adjust the adaptability and smoothness of frames and actions in the game for himself? Well, is there really no opportunity at all for such a no longer poor game to think of something for which one could really say THANK YOU dear developers. With 120 hertz, it's already getting a little difficult to play at 30. The game seems to feel your capabilities, but it can't integrate into them and begins to stumble slightly...

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  • hi_im_sirhi_im_sir Member Posts: 272 ★★

  • DNA3000DNA3000 Member, Guardian Posts: 19,854 Guardian

    My phone is now set up so that I have 120 hertz in its screen resolutions. I feel this smoothness in everything. My phone is SGS 22 ultra. In 2024, I have a theoretical plan to change the phone to the SGS 24 ultra, which will have even more possibilities in terms of adaptation and graphics. The question is, why does your game still have a 30 FPS log in 2023? Everyone understands that this amount is quite enough for budget phones, but now a lot of people are playing on smartphones with higher performance. Is it really impossible to develop an optimal threshold for adjusting graphics in the game parameters so that each player can adjust the adaptability and smoothness of frames and actions in the game for himself? Well, is there really no opportunity at all for such a no longer poor game to think of something for which one could really say THANK YOU dear developers. With 120 hertz, it's already getting a little difficult to play at 30. The game seems to feel your capabilities, but it can't integrate into them and begins to stumble slightly...

    For most games, FPS is just a screen thing. Whether the game renders at 30 fps or 120 fps or 87.2 fps makes little difference to the game. However, MCOC's game mechanics are actually highly sensitive to frame rates. The visual frame rate we see is not just a visual thing, it actually controls the time slices of the game, what some technical nerdy engineering people call the engine quantum. Game events can't happen at just any time. They have to happen at specific moments corresponding to specific frames of time. If the game is running at 30 fps then the well-timed block window (i.e. Parry) might be, for example, five frames after some key event, and lasts until eight frames after that key event. Those four frames (5, 6,7, 8) represent the well timed block window. If the game runs at a different frame rate, that window will move. If you run at 75 fps, for example, those moments in time align with 12.5 frames after key and 20 frames after key. But there's no such thing as frame number 12.5. The window has to get longer, or shorter. This may or may not be noticeable. The AI also runs on time stamps, and changing those time stamps can make possible actions impossible or vice versa, which would actually change the behavior of the AI without the AI itself actually changing.

    Even when the adjusted frame rate is a whole multiple of 30 you can get complex clock interactions. While I think it is less likely to run into problems, with so many people complaining about the game not processing inputs correctly or observing weird changes to behavior when the underlying game hasn't changed at all, allowing this sort of thing would be just one more source of weird untraceable behavior Kabam would be blamed for that they would probably sooner do without.
  • BigPoppaCBONEBigPoppaCBONE Member Posts: 2,418 ★★★★★
    DNA3000 said:

    My phone is now set up so that I have 120 hertz in its screen resolutions. I feel this smoothness in everything. My phone is SGS 22 ultra. In 2024, I have a theoretical plan to change the phone to the SGS 24 ultra, which will have even more possibilities in terms of adaptation and graphics. The question is, why does your game still have a 30 FPS log in 2023? Everyone understands that this amount is quite enough for budget phones, but now a lot of people are playing on smartphones with higher performance. Is it really impossible to develop an optimal threshold for adjusting graphics in the game parameters so that each player can adjust the adaptability and smoothness of frames and actions in the game for himself? Well, is there really no opportunity at all for such a no longer poor game to think of something for which one could really say THANK YOU dear developers. With 120 hertz, it's already getting a little difficult to play at 30. The game seems to feel your capabilities, but it can't integrate into them and begins to stumble slightly...

    For most games, FPS is just a screen thing. Whether the game renders at 30 fps or 120 fps or 87.2 fps makes little difference to the game. However, MCOC's game mechanics are actually highly sensitive to frame rates. The visual frame rate we see is not just a visual thing, it actually controls the time slices of the game, what some technical nerdy engineering people call the engine quantum.
    I'm not in the industry, but hasn't that been deprecated forever outside of single hardware exclusives? Any inside knowledge of why they would still do this with a modern game engine built for play on a wide variety of hardware?
  • 1toxic_cupcake1toxic_cupcake Member Posts: 114
    However, I still hoped that kabam would give at least some answers, at least vague dates or promising vague explanations, whether to expect anything at all on the schedule...
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