John Carmack se
vyjádřil k naší nedávné moc zábavné diskuzi na téma "30fps stačí všem":
Q: What specific challenges are there with producing Rage on three platforms?
A: The biggest challenge we had on here was making Rage a 60hz game. At times I was almost the only voice in the company saying “We really need to do this”. It always seems easy just to think “if we go 30hz, it’s the easy way out, we can throw more crap around on the screen, we won’t have to optimise as hard.”
When we finally got to a point where we had a locked frame rate and people could sit down and play it and feel it, it did become something that people could recognise. It’s debateable right now on this generation because it’s hard to do something that looks cutting edge while going at 60 frames per second, because I think that an argument can be made that we’re the best-looking game on this generation of consoles, the fact that we do it two times the frame rate of most of the competitors points out how hard that work was to get to that point.
But I really stuck with the fact we’ve got a lot more performance now than we had. I do a lot of these experiences where I do these A and B comparisons and ask “How does this look when we spend twice as much in fragment processing”? etc. and it is my belief that for an intense action game that you get more from going from 30 to 60 than from adding double as much work into the graphics picture that’s drawn there.