We've seen a few good looking 60 fps games on base consoles this year, Wolfenstein, Doom, fighting games and a few others. To be honest, I can't think of many more beyond that.
But when you consider that God of War runs 30 fps (with dips) on base PS4, if Capcom were to target 60 fps on something like the base Xbox One (or even a Switch if it's announced on that) - there is absolutely no way the game can present a large open play space at a high visual quality. You're either going to have to chop up the environments in between with load times, or lower the resolution and or the visual fidelity altogether if you want more seamless level design without load times.
It can be argued that the logic Capcom may employ is that those who care for 60 fps, will more than likely adopt a Pro, Xbox One X, or have a quality gaming PC build. And those who don't care as much, will be fine with a locked 30 fps on base consoles. God of War almost accomplishes this, but doesn't quite hit 60 fps on Pro (more of a 45-50 fps range) while offering a simple 30 fps lock on base PS4.
I remember DMC4 looking amazing as a first gen PS3 game, at 720p native while mostly hitting 60 fps. But looking at Monster Hunter, it seems there are some aspects of the MT Framework engine that is beginning to show it's age.
*for reference all DMC games expect for DMC (2012) targeted 60 fps on consoles.
EDIT: Many of Hideaki Itsuno's past games have been 60 fps (Rival Schools, Project Justice, Powerstone, Capcom vs SNK, Street Fighter Alpha, Darkstalkers, DMC) but his most recent game, Dragon's Dogma was 30 fps, and as supervising director of Ninja Theory's DmC - was also 30 fps.
But when you consider that God of War runs 30 fps (with dips) on base PS4, if Capcom were to target 60 fps on something like the base Xbox One (or even a Switch if it's announced on that) - there is absolutely no way the game can present a large open play space at a high visual quality. You're either going to have to chop up the environments in between with load times, or lower the resolution and or the visual fidelity altogether if you want more seamless level design without load times.
It can be argued that the logic Capcom may employ is that those who care for 60 fps, will more than likely adopt a Pro, Xbox One X, or have a quality gaming PC build. And those who don't care as much, will be fine with a locked 30 fps on base consoles. God of War almost accomplishes this, but doesn't quite hit 60 fps on Pro (more of a 45-50 fps range) while offering a simple 30 fps lock on base PS4.
I remember DMC4 looking amazing as a first gen PS3 game, at 720p native while mostly hitting 60 fps. But looking at Monster Hunter, it seems there are some aspects of the MT Framework engine that is beginning to show it's age.
*for reference all DMC games expect for DMC (2012) targeted 60 fps on consoles.
EDIT: Many of Hideaki Itsuno's past games have been 60 fps (Rival Schools, Project Justice, Powerstone, Capcom vs SNK, Street Fighter Alpha, Darkstalkers, DMC) but his most recent game, Dragon's Dogma was 30 fps, and as supervising director of Ninja Theory's DmC - was also 30 fps.
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