I would not purchase it if the game has a panning view of any kind. I wish you the best of luck all the same.
I do have a fear that most people won't see the intent and instead just see a badly performing game (I have not got this critique yet in every other game I have with intentional low frames yet, but then again my audience cares less about performance and more about the experience). Here is the game for reference that I am locking to 30fps.
https://store.steampowered.com/app/3215280/TORI/
And one that I locked to 14fps
Low frame rates on modern display technology make me physically ill if there is a viewport component.
The “smearing” of the image induces nausea for whatever reason. I do not suffer this from CRT displays, just modern ones and have done since LCD effectively arrived. Though I can tolerate it on teeny tiny screens like handhelds interestingly enough.
P.S. I thought your original question was madness, but now that you've posted your projects I can totally see why you're targeting lower framerates. I really like the mood, have wishlisted TO:RI
In the 14fps one, 14fps white noise is probably better than 60 fps white noise.
It uses a stop motion style for character animations, which is pretty close to low frame rate, I'd estimate around 15fps (at least the way it was implemented there). I have to say it was the one part of the game that I disliked. I could see the purpose, I could see that it fit well with the general art direction. I just found it very uncomfortable and tiring to look at after a while. Fortunately they were smart enough to acknowledge this with a menu setting to disable it.
If you do decide to artistically lock your game to a low frame rate, please do your players a favor and allow them to unlock it.
Artistic intention I do understand. I played your game and you're specifically evoking a low-fi aesthetic. The noise in particular might look noiser at higher framerates, damaging the era it's trying to evoke.
Though I have to wonder if there might be a way to split the difference, to render out the scene at low FPS and reproject the camera at a higher framerate, similar to how most VR implementations work. That way the aesthetic would be largely unchanged, if the camera isn't moving it would be identical, but you'd get that much nicer input response.
Unfortunately, playing a game is very different experience to watching a movie: take the example of Ghost of Tsushima, that despite having a Kurosawa mode, still accepts 60FPS and over.
14fps seems so low...
Depends on how you define normal. I think it's much more likely that the number of people who care about it deeply is extremely small - a small sub-group within the group of people who see gaming as their main hobby.
And yet large enough to support the existence of DF whom has a heavy focus on exactly this. So obviously a market exists.
Especially when Unreal has been infamous for shader compilation stutter, where even a on-the-surface 60fps average can feel terrible due to inconsistent frame timing and hitches.
Screenshot of original video: https://www.resetera.com/threads/digital-foundry-posts-an-ad...
It is a bit shameful that games journalists didn't cover this at all - seems almost like an omertà. Even assuming the mislabelling was an honest mistake, running the ad in the first place makes me trust them less. Worse, I used their videos when deciding to buy a Switch 2! I would have been much more skeptical (likely ignored them entirely) if I had known they were taking money from Nintendo.
If you believe that this influences their view of the Switch2, then by all means, get your information elsewhere. From what I've seen, they've actually been more critical of Switch2 than most other outlets, highlighting the issues with the blurry screen and also the rather lackluster line-up from third parties, mainly because Nintendo is intentionally stingy with dev units.
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