Saying "hey, it worked in MK9 so it should work now" is a really bad argument that disregards 4 years of engine development on top of being stupid. Something similar may prevent QLOC from removing the fps lock, we simply have next to no idea how the engine works. The reason is most likely deferred rendering so more intensive AA is kinda out of the question for this game. For example in MK9 we had a number of AA options while MKX only supports fxaa. So uh, you know exactly how NRS's custom built version of UE3 works? MK9 used a vastly different version than what is running under MKX so things that worked before won't necessarily work now. Again, they were able to accomplish it without an issue in MK9. There's that BS I was talking about, and it's probably when the game was first released too. Originally posted by Zaxx:- The main reason is a BS one: WB wanted all platforms to have technical parity to each other and that includes the fps hard lock. We don't know exactly how the netcode works so removing the 30 fps lock could mess up parts of it, adding a fair amount to the development time. The fighting game community is already rather small on PC so I don't think it would be a good idea to make it even smaller by higher system requirements. so a PC that can just hold a steady 60 fps during normal gameplay would not be able to produce that during these parts. These sections can be very demanding: xray's and fatalities use much higher quality models than what you see in regular gameplay, post-processing is kinda crazy, they use skeleton riggig, muscle deformation etc. If they were produced at 30 fps and they don't have higher framerate versions of them then even with a fix they'd look something like the physics effects in the original Bioshock: the game ran at a smooth 60+ on PC but the physics were always capped at 25. You can of course fix this but that depends on how the animations were actually recorded when NRS did the motions capture stuff. The game's speed is tied to the framerate so if you'd remove the 30 fps lock from xray and fatalities they would run at twice the speed they do now. NRS is a console developer and console developers usually treat 30 fps as a "cinematic element" when it comes to cutscenes. It can very well be an artistic choice on the developer's part: the engine uses pretty high quality motion blur and the x-rays and fatalities are usually cut differently than what we've seen in MK9. The main reason is a BS one: WB wanted all platforms to have technical parity to each other and that includes the fps hard lock. Also, what facts can you give that makes you so certain that it's that hard? I'm talking actual sited facts, not BS other people posted, or vague BS that developer spew out so that they can get away with not doing stuff like this to begin with. Originally posted by CrIsCo TeH KlOwN:It's not hard to do, if they were able to accomplish this for MK9 Komplete Edition.
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