Forza 7 on Xbox one-X replays locked to 30 fps?

Hello I would like to know if the replays of the console version on Xbox One X will go 60 fps or locked to 30 fps?.

Thanx!

DigitalFoundry’s gamescom recap indicates 30fps for menus and replays.

60 fps for gameplay, 30 fps for everything else unfortunately.

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Perhaps worth noting that this is not because the console lacks the horsepower to do 60fps replays. It’s a design choice. They like it that way, for some reason. I bet the PC version is the same.

Where’d you get that? It’s certainly not a design choice and there for a very specific reason: anti-aliasing and additional filtering cuts down the frames in half. They have to render the entire environment as opposed to just a front-down view of the track while driving.

The One-X isn’t as powerful as a beefy gaming PC; it still has CPU bottlenecks. If it had more power, I’m sure we’d be getting 60 fps replays, because it makes for excellent viewing experience. Also, I have a feeling T10 hasn’t quite gotten there in terms of rendering proper car movement during replays (suspension lean, bodyroll etc.) and might also be sticking to 30 fps replays to mask that. At 60 fps, visual flaws in rendering can be as clear as daylight.

Your comments don’t track with those of the XBox devs. Obviously the OneX is not as powerful as a beefy gaming PC, but the devs have already confirmed that the game dvr will record clips in 4K with HDR at 60fps. If that’s what the system can handle and the T10 devs decide to do something else, then that is their choice. XBox devs have said all along that they’re putting they power into the machine and then letting the game devs decide how they want to use it.

Out of all the replies in this thread, this is the only one that matters and is correct.

Photomode and replay’s add additional processing in terms of super sampling and other post processing effects, thus, framerate is halved.

So given the fact that XBox developers have confirmed that the OneX game DVR will record and play clips in 4K with HDR at 60FPS … is it not then the Forza developers’ ‘design choice’ if they choose not to use the full capabilities of the machine?

What does recording have to do with replay playback and additional post processing added? Nothing.

The design choice was to add post processing to make replays look better, to make photomode look better. The design choice was not “lets run this at 30fps”.

Just because its 30fps doesnt mean they arent using all the xbox capabilities during a replay. That’s silly logic.

So you’ve now said the same thing that I just said … that by adding post-processing and additional filtering to “make replays look better” … T10 has chosen to use the power of the system as they see fit. If they’d have wanted to offer replays at 60fps … they could have. That’s all I was saying above.

If I remember, 6 Apex had 60 fps menus, forzavista, and replays if you had the correct settings on.

My recollection is that those were locked to 30 regardless of the framerate setting you choose, but I’ll stand to be corrected. I don’t have it installed any more to check.

If this is the case then it makes the decision to lock them at 30 on Xbox One X more unusual given how beefy the hardware is, I think.

There has to be some sort of optimization or storage issue with going from 60 to 30 fps on replays. Anyways on PC you can always use your own capture software at 60 fps and I’m sure there are methods for doing the same on console.

-k

Storage issue? I don’t think you understand how it works. 60fps replays wouldn’t require a single kilobyte of extra storage space versus 30fps ones.

And you can’t ‘capture’ a 30fps replay at 60fps, it will still look like 30fps. No more than you can improve a photograph taken on a cheap camera by using a DSLR to take another picture of the original photo.

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Of course 60 fps replays use exactly double the space than 30 fps replays. There is no point in keeping car positions and stats for those extra frames for the 30 fps replays. However, this still is not about storage, it’s about visual fidelity. The game is optimized for 60 fps from the gameplay cameras. Doing 60 fps replays would either limit them to those cameras, reduce track and car details overall or drop frames to below 60. Doing 30 is the easiest solution.

You’re completely wrong. The frame buffer FPS and the physics calculations per second are decoupled. What you see and how the car behaves physically is separate. Many hardcore sims run 2-300 updates a second on physics, but only 60 FPS, which is how you get precise physics at high speeds.

When the replays run, it just runs the game. The reason for 30 FPS is so that they can use a higher LOD version of the cars with more detail without getting framedrops. It could probably run 60 mostly, but they are more interested in constant framerate, and since the base game is made to run to the limit without dropping frames, they drop to 30 to be safe, because it’d drop now and then with the extra detail and better anti-aliasing.

Also, for consistency across platforms, I think they made a design choice to not change it between PC, XbX regular XBox.

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Not completely true. In iracing they are tied together, a replay contains all of the physics as well. They visually dont represent something that the physics dont calculate in terms of track and car, even after the fact.

I think he means capturing actual gameplay footage and replaying that, not capturing the replay.

Devs lock stuff like replays at 30fps because it gives it a more “cinematic” look.

Almost all movies are shot at 24 fps, and because thats been the standard for almost a century, society has unconsciously developed a bias for 24fps when viewing video content. Most people (read: non-gamers) believe that a lower frame rate indicates a higher production quality. Soap operas and other live television shows are filmed at 30fps, which produces a slightly smoother and better picture. But because it was mostly low-budget shows that used this new framerate, people associated higher framerate with lower quality.

The Hobbit was released in select theaters at 48fps and people hated it. They said it looked cheap and they didn’t think it looked better, despite it being TWICE the framerate and having much more detail and visual fidelity than normal motion pictures.

This is starting to change because most TV’s have different “Motion” or “Soap Opera” modes that artificially increase the framerate, because extra frames means more room to insert detail and produce a sharper image (what a crazy idea, huh?). Unfortunately, the unconscious bias is still pretty strong and so most devs leave stuff (especially things like cutscenes and replays) at 30 because of this. Plus it keeps the CPU budget lower since they can comfortably cap the framerate. Its a win-win for developers.

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Go and watch some Project CARS 2 replays at 60fps on youtube and you’ll see how it’s done.

For example: https://www.youtube.com/watch?v=O6f1huXz2M8