Devil May Cry Doesn't Run At 60 FPS, But Apparently It Feels Like 60 FPS

Okay... what does that even mean?

Previous games in the Devil May Cry series have become pretty famous for playing at a slick 60 frames per second. It makes a huge difference, it feels much smoother, less jerky. It makes transitions between different attacks feel better. When you play a game that runs at that frame rate you instantly feel the difference.

The new Devil May Cry, being developed by Ninja Theory, runs at 30 frames per second. That bothers certain people; fans of the franchise. But the folks at Capcom are insistent that certain techniques employed help make that game almost as responsive as it would if the game were running at double the frame rate.

"60 frames per second is a speed the brain and the eye can catch up with and understand,” said the game's Director Hideaki Itsuno. "But at 30 frames per second there's a technique where you take advantage of the brain's ability to fill in the blanks.

"So even though you have it running at 30 frames per second, you create the motions and the poses in such a way that the brain will naturally fill in what would have been the extra frames.

"Also, on the players' side, we made some adjustments to the button response and when it's reflected on screen."

We're cynical. There really is no substitute for that instant feeling you get when playing a game running at that extra frame-rate. According to Capcom the team decided to sacrifice that 'feel' for added visual fidelity, which is fair enough — most action games run at 30 — but we'll definitely miss that Devil May Cry smoothness.

Dragon's Dogma taught Capcom new tricks that give Devil May Cry the feel of 60 frames per second, publisher claims [Eurogamer]


    Isn't this technique just called motion blur?

      Motion blur doesn't account for the loss of input sampling, that's probably where the fancy bit comes in... but even if they are sampling the input at double the framerate... there's still only 30 frames to show those changes on screen so I doubt it does too much to the feel.

    Gotta agree with the "When you play a game that runs at that frame rate you instantly feel the difference." I installed the 60FPS mod on DarkSouls and everything feels so much smoother.

    So as far as I can tell, you have to imagine the extra 30 frames per second yeah?

      Haha! Sounds like it!

    Meanwhile at Kamiya's

    Sounds to me like they will employ motion blur.

    I think I will have to play the demo first. It appears this new DMC is going to give me simulator sickness

    If you can't create a game that runs at 60fps then you really need to rethink if they want to put the game out at all

    “But at 30 frames per second there’s a technique where you take advantage of the brain’s ability to fill in the blanks."

    Nanomachines! DmC x MGS Confirmed!

    "60 frames per second is a speed the brain and the eye can catch up with and understand"


    60 frames per second is a speed that the brain has to SLOW DOWN for. It's slower than our rate of vision.

      I think what they mean, is that anything slower than 60 frames means the brain stalls between frames trying to figure out what just happened in between rather than smoothly processing the visual input you would have at 60 frames and above. More frames, less stalls.

      This one time my loading screen was going at 1500fps and I didn't know what was happening. Haha

    To me that means the code is 'sped up' - like Turbo Select on Street Fighter.

    What I'm guessing is that the controls should hopefully feel like that 'tight zone' like in Bayonetta. The player can only react and press combo buttons so fast, regardless of frame rate, what matters here isn't so much that an input gets shown on screen immediately at 60fps but that what the player is attempting to input be shown in a logical fashion

    eg. the enemy is attacking and I press block, and hammer at a combo, even if my timing was off by a few milliseconds my block was successful and my combo continues. The game shows me this at the must slower 30fps but since the game is listening well for my looser input and follows through. Therefore I believe that the game is very responsive since it performed all the moves I asked it to with the result I wanted.

    I will vote for motion blur as well. 60FPS allows the eyes and brain to take a snapshot of multiple frames, blur them together, and subconsciously estimate velocity etc. They do it when they make films at 24FPS and have something moving "in between" frames.

    I can tell just watching the videos that its not 60 fps. Which sucks, I don't generally care, but having recently played through dmc 1 and 3, its definitely noticeable and its definitely better that way.

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