Driver: San Francisco Was Delayed To Hit the 60 Frames Per Second Sweet Spot
Written Saturday, May 07, 2011 By Richard WalkerView author's profile
Ubisoft Reflections held back Driver: San Francisco to achieve the Holy Grail of 60 frames per second for its open-world rendition of San Francisco, something incredibly challenging for a large-scale environment, Creative Director, Martin Edmondson told X360A.
"60 frames per second is one of those things, that's not just a number. If you play a game running at 30 and you play a game running at 60, the difference back to back is certainly quite immense. The fluidity of the visuals, they come toward you smoothly and beautifully," said Edmondson. "It's much closer to how quickly your eye works and it actually matches the way most TVs update rather than repeating the frame twice so you get that blurred thing at 30. It's also to do with the responsiveness of the controls. It seems like a small thing but once you get that thirtieth-of-a-second gain and things are reacting within a sixtieth-of-a-second, especially in a game like Driver with all the traffic coming at you like this, it's difficult to measure."
Edmondson also said that it was such a huge effort to achieve 60fps, that the team had to remind themselves why they were doing it, building in a function to allow the developer to switch between 30 and 60 frames.
"When you flick it back to thirty, which we can do with the game - we can just switch, and we have it in there deliberately to keep reminding ourselves why it's been worth all the effort! We flick it to 30 and it's like wow! You get used to it, because a lot of games run at 30 frames, but when you go back to 60 it's so much nicer. Modern Warfare, for example runs at 60 frames and Killzone runs at 30, which means you get more detail but it's much more fluid at 60."
Check back tomorrow for our full Driver: San Francisco interview with Martin Edmondson. You can read our latest hands-on preview here.