Devil May Cry 4... some screens to make you feel "Stylish!"
Yeah, yeah... they're just screenshots, but we've got to do our best to hype up the most anticipated sequels and Capcom's Devil May Cry 4 is one of those franchises that learn from their mistakes and keep us impressed. NeoGaf has a post with tons of screenshots of varying quality and while they don't initially appear jaw-droppingly gorgeous, they look like a lot of fun. Also rumored is the game will run in a constant 60fps, which is approaching the human eye's limit. Hooray.A little more fun info in the forum explains that the art director and designer is the same that was in charge of the Breath of Fire series (the art predominantly reminds us of BOF:IV, which is also our favorite of the series... what about you guys? Which BoF game did you like best, if any?). Also of interest is the action choreographer, Yuji Shimomura. He did the action choreography of the Yakuza vs. Zombie vs. insane crazy plot vs. vomiting blood overload movie entitled Versus (it is recommended for campy movie lovers and for sheer awesomeness). So how about that? Good stuff.





Get a WordPress.com Blog



Reader Comments (Page 1 of 1)
Gamey McGee @ Sep 11th 2006 2:49PM
"Also rumored is the game will run in a constant 60fps, which is approaching the human eye's limit. Hooray."
Um ... "approaching?" You meant "exceeding." The human eye can't meaningfullyprocess motion beyonf 30 FPS, expecially at the spatial resolution of 720p or greater. However, as with most things technology related, this isn't as simple as one number.
First, you're going to want to sync the number of frames per second to the number of refreshs per second on your output-- the monitor. That's usually 60 for an HDTV or NTSC SDTV. Even if you're rendering the same frame on two consecutive refreshes you get 30 FPS which is all that is needed for a human eye. Capping would only occur if the rendering engine that produces the frames could possibly exceed 60 refreshes a second. Rendering any more is pointless for quality.
Now, as for the rendering engine-- that needs to *maintain* at least 30 frames per second to be fluid for the human eye, and 60 frames per second to remain in sync with the output monitor. This is where you can run into stutter if your frame rate runs out of a number divisible by 2 that is less than 30.
If the PS3 actually maintains 60 frames per second then you're all good-- but don't be fooled into thinking your eye sees 60 frames per second. It doesn't. Not in this way.
anonymous coward @ Sep 11th 2006 7:51PM
"Um ... "approaching?" You meant "exceeding." The human eye can't meaningfullyprocess motion beyonf 30 FPS, expecially at the spatial resolution of 720p or greater."
Ugh, not this again. Your eyes may not be trained for > 30 fps, but plenty of others can easily tell the difference, myself included. That's what a few thousand games of Virtua Fighter will do for you. The fact that you can't tell the difference is not important. I can't run a hundred meters in under 10 seconds, but some people can.
Oh, and I think resolution and frame rate are orthogonal in the context of this discussion.