Frame Rates [Planning & Game Design]

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  • เผยแพร่เมื่อ 25 ส.ค. 2022
  • In the Planning & Game Design category, I'll talk about topics to consider when coming up with game ideas and mechanics.
    In this first entry, we'll explore frame rates, which are the frequency in which a game's screen is redrawn and a basic concept everyone should understand.
    Frame rates can sometimes play an important role in measuring time in games, too, though not as often as in years past.
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ความคิดเห็น • 2.1K

  • @IronPineapple
    @IronPineapple ปีที่แล้ว +2298

    Sakurai is my favorite youtuber now

    • @maxrelax5940
      @maxrelax5940 ปีที่แล้ว +20

      sorry captain disillusion, sakurai's #1

    • @OroborOSX11
      @OroborOSX11 ปีที่แล้ว +20

      He’s a king among kings.

    • @spideysting1
      @spideysting1 ปีที่แล้ว +2

      Hell ya iron pineapple! You and sakurai arr my favorite dude!

    • @thenobodyunknown
      @thenobodyunknown ปีที่แล้ว +4

      Everyones favorite youtuber😇

    • @ASquared544
      @ASquared544 ปีที่แล้ว +5

      I’m so glad we live in a timeline where that can be said

  • @SonictheHedgehog
    @SonictheHedgehog ปีที่แล้ว +276

    Gotta go fast (if resources allow)!

  • @keynanmartinez
    @keynanmartinez ปีที่แล้ว +1084

    Sakurai is like your favorite teacher you actually listen to in learning.

  • @hobbokin706
    @hobbokin706 ปีที่แล้ว +560

    Some interesting trivia: The frame rate difference between NTSC and PAL screens causes issues when calculating world records for speed runs, which leads to the communities of games impacted by this to either use a conversion system for fairness or create separate categories for NTSC and PAL times

    • @twaggytheatricks4960
      @twaggytheatricks4960 ปีที่แล้ว +43

      Oooh, that's true! I believe I've gotten that information as well, thanks to Summoning Salt's wondrous documentaries on various aspects of speedrunning.
      It might or might not be your case too, but thanks for pointing this out, is what I mean.

    • @JanitorAntisocial
      @JanitorAntisocial ปีที่แล้ว +27

      I just wanted to say I'm glad there's so many interesting comments like this on Sakurai's videos so I can learn further than just from the vid. That one dude who kept asking for Smash patches scared me a bit and I thought it was going to be Sakurai's Twitter all over again but seeing the actual informative and relevant comments now drowning those out gives me hope for this channel's future.

    • @SEXCOPTER_RUL
      @SEXCOPTER_RUL ปีที่แล้ว +2

      I remember getting a rom of the original Mario in the 90s and it wasn't labeled as pal and couldn't figure out why the framerate was slow and the music sounded wrong,lol

  • @nintendolife
    @nintendolife ปีที่แล้ว +482

    This channel is an absolute goldmine, and a delight.

    • @BlackbeardGaming-
      @BlackbeardGaming- ปีที่แล้ว +15

      Hello lovely people from Nintendo Life!

    • @TheDerpyCloud.
      @TheDerpyCloud. ปีที่แล้ว +2

      Agreed since Masahiro Sakurai stopped doing all the smash ultimate screenshots

    • @HerrTuring
      @HerrTuring ปีที่แล้ว

      @@BlackbeardGaming- "... from Nintendo Life here!"*

    • @OroborOSX11
      @OroborOSX11 ปีที่แล้ว +4

      Even tho Smash is done, we still get to see Sakurai’s amazing video presentations!

    • @theenderkirby
      @theenderkirby ปีที่แล้ว +2

      Nice to see you give your positive thoughts

  • @NamelessGamer29
    @NamelessGamer29 ปีที่แล้ว +475

    Sakurai’s got a sick editing team for these videos

    • @dougamolina
      @dougamolina ปีที่แล้ว +13

      i was thinking the same here

    • @chaoslordmissingno
      @chaoslordmissingno ปีที่แล้ว +9

      I'd honestly be ok with him opening a Patreon for this. Really informative and I feel bad for him paying for this out of his own pocket

    • @adog3129
      @adog3129 ปีที่แล้ว +1

      @@chaoslordmissingno its funny that people making high quality content on youtube barely get paid by youtube

  • @FloreaFoxglove
    @FloreaFoxglove ปีที่แล้ว +407

    Even as someone who already knows all of this, listening to Sakurai talk about it with this beautiful presentation is just special, highly entertaining and relaxing to watch.

    • @dugoo3405
      @dugoo3405 ปีที่แล้ว +8

      Haha same I love it

  • @PabbyPabbles
    @PabbyPabbles ปีที่แล้ว +530

    There's this thing called "Delta time" some newer games use. Basically, if your engine has a clock that's independent of other processes, you can use a bunch of math to calculate distances based on actual time instead of "that much per frame", which keeps it consistent even if the machine running the game has slowdowns. It's also quite complicated and "that much per frame" is still used a lot

    • @besknighter
      @besknighter ปีที่แล้ว +48

      Unity's built-in stuff uses "delta time". If you do stuff manually (like on Update), you need to do the math yourself or it will be per-frame basis.

    • @ehmaree
      @ehmaree ปีที่แล้ว +30

      DeltaTime actually measures how long a specific frame takes to execute. That's why multiplying the speed by deltatime makes it (unit of speed)/second

    • @raffimolero64
      @raffimolero64 ปีที่แล้ว +23

      do note that this changes the way physics works in your game.
      the way objects interact with each other can change by very slight amounts every time you run the simulation. this means a perfect bounce can be a few pixels off.

    • @DanielSavageOnGooglePlus
      @DanielSavageOnGooglePlus ปีที่แล้ว +6

      I think games will often still tick "that much per frame" at an internal fixed timestep for game logic, but interpolate the rendering at a variable framerate like you mention. This lets the game state update reliably/deterministically, but also allow the display to accommodate slowdowns or fast computers.

    • @besknighter
      @besknighter ปีที่แล้ว +3

      @@DanielSavageOnGooglePlus that also happens but not for everything. Only for physics. If you need something to be like this, in unity you use FixedUpdate. But Unity themselves recommend only doing that you really need it.

  • @Loyal_Samwise
    @Loyal_Samwise ปีที่แล้ว +141

    I can definitely see a gaming professor assigning their students to watch these videos if they are getting into game design which is really cool! I'm glad Sakurai is put all of this effort into these videos.

  • @LeafRazorStorm
    @LeafRazorStorm ปีที่แล้ว +279

    I’m glad SOMEONE mentioned that old TVs can run 60fps (be it in 240p “frames” or 480p “fields.”) Too often, I’ve seen videos that deinterlace old game footage to 30fps and lose several visual details that only look good in 60fps. For a notorious example, the flicker effects in “Sonic the Hedgehog” when you hit a boss or grab a shield. At 60fps, two images flicker between each other so quickly that both look transparent, but with half the frames lost, you only see one solid image and completely miss the other.

    • @legoboy7107
      @legoboy7107 ปีที่แล้ว +29

      Same. I've also seen people who literally claim the Wii could only run games at 24 to 30 fps which is just dead wrong. One such video I saw that said so literally was showing 60fps footage of Mario Galaxy on the Wii while saying so lol.

    • @OroborOSX11
      @OroborOSX11 ปีที่แล้ว +3

      Never cared for the Genesis’s use of frame flickers for faux transparency. SNES’s actual transparency layers were the way to go.

    • @niksooxyz
      @niksooxyz ปีที่แล้ว +11

      whoa wait, so is that why videos on youtube with classic sonic games look the way they do? it's something i always notice when watching sonic rom hack videos, i guess youtube takes the away the interlacing then?

    • @AkameGaKillfan777
      @AkameGaKillfan777 ปีที่แล้ว +20

      @@legoboy7107 60fps is the reason why the cursor was so fast and precise in the Galaxy games, compared to Skyward Sword which was noticeably slower, until the HD version released.

    • @clouds-rb9xt
      @clouds-rb9xt ปีที่แล้ว +10

      ...sigh.
      240p is not an interlaced video standard. 480i is.
      On most consoles pre-dreamcast, games were designed and typically ran at 240p, that is, any horizontal resolution that has roughly 240 pixels (or lines) being drawn. I'm not here to bash Sakurai, I think this is an excellent video.. buuut.. that's not exactly how analog television worked.
      Most CRT TVs have essentially two modes when it comes to resolution. 480i, which would be 480 horizontal resolution, interlaced into fields to create 60 fields per second motion (which is either deinterlaced as 30p or 60p on modern televisions depending on the software used) for display. 240p, is literally half of 480i, and CRT televisions are able to draw a 240p image via progressive scan. If you're noticing flickering, it may also simply be an impromper capture card that's misrepresenting the signal from a modern display, or poor cables introducing artifacts, ie, composite video. When the 6th generation of video game consoles was released, the PS2, Dreamcast, Gamecube, Xbox, etc, all typically ran at 480i, a higher resolution than 240p, but interlaced to safe bandwidth... granted, some of the games and consoles like the Gamecube could output 480p natively, however it was rare due to either requiring lesser used cables or lack of compatibility in titles. The standard composite video could only output 240p and 480i, component was the only one capable of producing 480p at that time, which most people didn't bother with
      Tl;dr, it's very complicated. Your mileage may vary.
      Retrorgb may be able to provide more information along with Wikipedia, blogs, etc. Analog television very much operated on compromises to draw frames or half-frames, so a "field" in a 480i frame is essentially a half frame. In 240p games, 60 frames per second, in 480i games, 60 fields per second, which would create the illusion of 60 frames on a CRT or would be deinterlaced to 60fps on a modern display. Retro games do 240p, hence progressive scan. Color television before digital is very much archaic.

  • @OPLOmega
    @OPLOmega ปีที่แล้ว +115

    Using Sonic as the example of how different games were for NTSC and PAL was perfect, cuz it's what I usually think about when it comes to the regional differences back in the day. It was wild in that not only did the lower framerate of PAL effect the gameplay, but also the music. It's not vaporwave levels of slowdown, but it puts to mind that style of music.

    • @Trimint123
      @Trimint123 ปีที่แล้ว +13

      Genesis games are an interesting topic when it comes to PAL as most if not all Genesis games in PAL (which people call it there the Mega Drive) was unoptimized for PAL speed in general.

    • @b_e_p_i_s_m_a_n6212
      @b_e_p_i_s_m_a_n6212 ปีที่แล้ว +8

      In a lot of cases, tho, music was optimized, however, gameplay speed wasn't. The PAL release of Contra: Hard Corps (Probotector) actually gave the player fewer continues to compensate for the slower playing speed.
      IIRC, from Sonic 2 onwards, the Sonic games were partially optimized in that music was fixed and gameplay speed was tweaked, but still ran slightly slower than their NTSC counterparts to avoid alienating players who were more used to the unoptimized play speed of Sonic 1.
      The 50Hz frame limitation for PAL regions started to die out around the Dreamcast's release, when TVs started to accept 60Hz signals as well (you'll notice you're given the option to set the refresh rate manually in most PAL Dreamcast releases).

    • @solarflare9078
      @solarflare9078 ปีที่แล้ว +1

      @@Trimint123 Some Mega Drive games were optimized for PAL thankfully, like Thunder Force 4, Alien Soldier, Sonic games from 2 onwards, etc

  • @TheGamingBacklog0
    @TheGamingBacklog0 ปีที่แล้ว +18

    My man's literally talked about Frame Rates for 4 minutes and somehow it's some of the most interesting video essay format I've seen.

  • @Minarreal
    @Minarreal ปีที่แล้ว +25

    Shadow of the Colossus making it onto the screen while Sakurai is talking. Is this heaven?

    • @FuranA7x
      @FuranA7x ปีที่แล้ว +4

      We somehow moved into the best timeline

  • @1MikeTakesAHike
    @1MikeTakesAHike ปีที่แล้ว +58

    Having Sakurai as a teacher about gaming is something I never knew I wanted

  • @PedroMatos482
    @PedroMatos482 ปีที่แล้ว +13

    Daily uploads? Mr. Sakurai, you spoil me.

  • @Moss_Dude
    @Moss_Dude ปีที่แล้ว +43

    "Let's go back to the days of the NES"
    Shows Sonic footage*
    Never change Mr. Sakurai, never change

  • @Omegaxyz5482
    @Omegaxyz5482 ปีที่แล้ว +34

    Geeking out with Sakurai first thing in the morning.

    • @cris3760
      @cris3760 ปีที่แล้ว +3

      In my country i watch it during my break from studying since it's 4:45 PM

    • @spideysting1
      @spideysting1 ปีที่แล้ว +1

      Same! 😂

  • @TheRelaxingEnd
    @TheRelaxingEnd ปีที่แล้ว +113

    Amazing content

    • @Trimint123
      @Trimint123 ปีที่แล้ว +7

      Holy shit, it's TheRelaxingEnd.

    • @tenpers
      @tenpers ปีที่แล้ว +2

      Holy shit, it's Trimint Pikachu.

  • @GoldenJLR
    @GoldenJLR ปีที่แล้ว +164

    Fun fact: Brazilian televisions used PAL-M a 60MHz version of PAL so the games ran as normal here. If you use an European game on a Brazilian Master System or mega drive, for example, it will run games that weren't optimized for PAL in 60fps (if the game is not region locked)

  • @Chevis403
    @Chevis403 ปีที่แล้ว +37

    petition for Sakurai to pull out the cat in these videos

  • @MizoxNG
    @MizoxNG ปีที่แล้ว +75

    fun fact, since most of those older games actually output very slightly non-standard resolutions (typically referred to today as 240p for ntsc or 288p for pal) the framerates could be slightly different from spec. consoles which achieved 240p by outputting 263 lines per field (like the n64) would actually run slightly slower than normal video, about 59.82 fps, whereas consoles which did 240p by outputting only 262 lines per field (like the snes) would run slightly faster than normal video, roughly 60.05 fps.
    anyway, as it turns out, modern televisions often have trouble interpreting the non-standard, non-interlaced signals from these old consoles correctly, often resulting in them attempting to deinterlace video that was never interlaced to begin with, thus adding unnecessary delay and/or mangling the image to some degree. a lot of modern TVs don't even support the analog connections these consoles produced, such as S-video or RGB-Scart. as such a lot of people who still play games on these old systems have invested in such devices as the Micomsoft Framemeister, OSSC, or Retrotink in order to convert the signals into something a modern television will both accept and won't distort too much, and weirdly enough these boxes can even REDUCE input lag relative to just plugging the console in directly due to proper handling of non-interlaced video.
    there also exist much more generic AV>HDMI converter boxes, however these typically have many of the same problems as just plugging your console into the television directly, and will often be the WORST option when it comes to both input lag and image quality

  • @JorgeMartinez-dp3im
    @JorgeMartinez-dp3im ปีที่แล้ว +11

    Hearing this brilliant man speak about videogames is like its own type of ASMR.

  • @norsewolf98
    @norsewolf98 ปีที่แล้ว +15

    Using Sonic 1 to show the difference between NTSC and PAL is such a good call.

  • @GrumpySylveon
    @GrumpySylveon ปีที่แล้ว +17

    Oh I get it. Each type of video is one of the four colors of the triangles in the logo! Sick.

  • @TeamBlueToad
    @TeamBlueToad ปีที่แล้ว +19

    2:01 I actually didn't knew that. I always thought that slow screen redrawing and slowdown were both the same thing. It seems like you indeed learn something new everyday.

  • @PigeonLord21
    @PigeonLord21 ปีที่แล้ว +23

    I'm loving how he is treating this like the Smash Dojo in which he posts every single day.

  • @happymonkeyfish
    @happymonkeyfish ปีที่แล้ว +32

    I love how sakurai always looks like he's intensely concerned about your life choices 😂😂

  • @connordarvall8482
    @connordarvall8482 ปีที่แล้ว +17

    One of the biggest examples of speed difference in NTSC and PAL was the soundtrack for an unreleased Genesis version of a game based on a sci-fi tv show called Time Trax. That change in framerate affected the speed of the music, which changed the vibe of the soundtrack completely. To this day, game music nerds still argue about which way the soundtrack is supposed to be listened to.

    • @Alxium
      @Alxium ปีที่แล้ว +3

      Ah, a fellow Tim Follin enjoyer

  • @erikfigueroa6390
    @erikfigueroa6390 ปีที่แล้ว +21

    SUPPORT THIS MAN. THIS MAN SINGLE-HANDLED CREATED WHAT WE HAVE NOWDAYS AS STANDARDS FOR A VIDEOGAME MASTERPIECES.

  • @Vailskibum
    @Vailskibum ปีที่แล้ว +97

    I still can't believe Sakurai is a TH-camr

    • @M64bros
      @M64bros ปีที่แล้ว +1

      Agreed

    • @stickad_
      @stickad_ ปีที่แล้ว +1

      Almost no likes nor comments?

  • @penguinman2233
    @penguinman2233 ปีที่แล้ว +19

    It’s only been a few days and Sakurai already has almost 300k subs

  • @Cybershell13
    @Cybershell13 ปีที่แล้ว +62

    I liked the part with Sonic

    • @MD-se8ft
      @MD-se8ft ปีที่แล้ว +2

      Starlight zone does sound nice in 50hz

    • @coconut4219
      @coconut4219 ปีที่แล้ว

      Sonic part was pretty pog.

    • @lpnp9477
      @lpnp9477 ปีที่แล้ว +1

      Don't you have a Chao to abuse

  • @PadensPixels
    @PadensPixels ปีที่แล้ว +26

    “Silky smooth graphics are where it’s at!” - Masahiro Sakurai

  • @iveli_alpaca
    @iveli_alpaca ปีที่แล้ว +72

    A crucial thing about higher framerates is they let a player react sooner to events, which is why fighting games try to achieve and maintain 60 fps. I like thinking every frame drawn as information being presented to the player. More information allows your brain to calculate and make better decisions, like "when should I dodge to avoid damage" in Dark Souls or "when should I start charging my Greatsword to smack this monster out of their lunge" in Monster Hunter.
    Another thing I've found is avoiding packing too much info into one frame, as this is what leads to clutter or over-stimulation. Your brain can only process so much, and too much means you'll need more time to process and decide, or some of that info can get thrown out; sometimes that info can be vital, like an incoming attack or a bottomless pit. As an example, one game I was playing recently had very nice pixel art graphics, but because everything was SO detailed, I ended up not noticing a pit that was right in front of me, and I walked straight into it and lost a life. On the first level, no less.

    • @saricubra2867
      @saricubra2867 ปีที่แล้ว +1

      60fps means 1/60th of a second or 16.6 ms.
      People play CSGO over 300fps, that is less than 3.4 ms.

  • @carpetfresh9278
    @carpetfresh9278 ปีที่แล้ว +23

    Would've never guessed that such a legendary Japanese developer would make his own TH-cam channel

  • @DylanLikesPie
    @DylanLikesPie ปีที่แล้ว +27

    My favorite thing Sakurai does is with his transitions with the loading screens and how at the end with a "STAGE CLEAR!" screen with some victory music on top of it.
    It feels like I just beat a level in a video game and learned some great knowledge from a wise teacher.
    Thank you for your videos, Sakurai!
    Don't let anything break your stride! :D
    桜井さんの好きなところは、ロード画面の遷移と最後に「STAGE CLEAR!」をするところです。その上にいくつかの勝利の音楽が表示された画面。
    ビデオゲームでレベルを上げて、賢明な先生から素晴らしい知識を学んだような気がします.
    桜井さん、動画ありがとう!
    何があっても歩みを止めないでください! :D

  • @hilotakenaka
    @hilotakenaka ปีที่แล้ว +62

    Hey Sakurai, I know that you probably don't read the comments (and this will get buried), but as someone who has wanted to develop, as well as write the stories for his own games and get a start in the game industry, I can't help but admire your work ethic and personality. You're such a cool dude and I hope one day I can reach your level of awesomeness.
    Keep doing what you love, my man

  • @rageinthecage3900
    @rageinthecage3900 ปีที่แล้ว +16

    Now I understand why playing imported games felt much better (I am from europe)
    This channel is so great, please never stop 😭🙏

  • @JollyJeepers
    @JollyJeepers ปีที่แล้ว +14

    Watching Sakurai’s videos has become part of my morning routine

  • @briangarcia9893
    @briangarcia9893 ปีที่แล้ว +15

    Something about Sakurai talking about frame rates is just so satisfying

  • @dannykazari
    @dannykazari ปีที่แล้ว +11

    Waking up to a new Sakurai video is lovely!

  • @mr_indie_fan
    @mr_indie_fan ปีที่แล้ว +18

    This is interesting as you don't see many teachers on game development here on youtube talk about frame rate!

  • @raleo7466
    @raleo7466 ปีที่แล้ว +23

    I remember the difference in frame rates between PAL and NTSC being a divide in speedrunning. Speedrunning is an interesting topic, I'd love to hear what Sakurai thinks about that topic!

  • @AgahnimDarkWizard
    @AgahnimDarkWizard ปีที่แล้ว +18

    there was something innately excited seeing him use Shadow of the Colossus as an example, even though I know all this is separate from Nintendo

  • @flumphflumph6021
    @flumphflumph6021 ปีที่แล้ว +14

    I'm glad you mentioned the limitations of 50HZ. It was awkward growing up with it until 60HZ became the standard on newer devices.

  • @ace0135
    @ace0135 ปีที่แล้ว +15

    I feel like this video is supremely important to spread around in gaming circles

    • @gvulture1277
      @gvulture1277 ปีที่แล้ว

      In what way? This isn't anything new, many TH-camrs who have an interest in performance and game code have already made these videos for beginners and intermediate. A lot of fanboys coming to this channel like they are glazing upon forbidden fruit when this is so old news it's not even worth watching. He can do better with his decades of experience.

  • @BanditGames
    @BanditGames ปีที่แล้ว +2

    Sakurai is a human being with goals and aspirations beyond just creating games. What a beautiful human being.

  • @baldipogchamp8926
    @baldipogchamp8926 ปีที่แล้ว +14

    Something to add on/build upon what was said, if you have a game run at 120fps, it may do things FASTER than at 60fps or 30fps which you might not want and introduce bugs.
    Some advice if you are trying to avoid these issues: originally Mr Sakurai and co had to design with every part of the game being frame rate dependent (slows down on low fps, speeds up on high fps), but in all engines nowadays we can make certain calculations (e.g. how far a player should move along the screen) happen at the same speed regardless of frame rate, to create a similar playing experience.
    This is called "Delta Time" - a value that you can use in code (e.g. in Unity C# you type Time.DeltaTime). This number represents the time between each frame being drawn. If you multiply something like your movement speed by DeltaTime in your code every frame, you will move along the screen at the same rate regardless of framerate.

    • @joeykeilholz925
      @joeykeilholz925 ปีที่แล้ว +7

      Deltatime existing makes such a difference to game feel and scale

    • @TheMultiTasker3
      @TheMultiTasker3 ปีที่แล้ว +5

      Reminds me how in Donkey Kong 64, Rare sort of did a similar thing, where when the game is running at a lower framerate, they speed up the Kong's movement speed so that you feel like you cover the same amount of distance in the same amount of real time. Of course, their solution was imperfect, and at really low framerates, the Kongs actually move TOO fast, and you can make jumps that would otherwise be impossible. At least, that's how I've heard it explained by speedrunners of the game.

  • @laserbeamlightning
    @laserbeamlightning ปีที่แล้ว +25

    I can't wait till he makes one on teaching us the secret to his immortality

  • @Furiac.
    @Furiac. ปีที่แล้ว +25

    That last part was extremely interesting about how ported games to PAL ran at slower speeds. Thank you

    • @fattomandeibu
      @fattomandeibu ปีที่แล้ว +2

      Not all PAL games did, for instance Super Mario Bros. on NES was "sped up" to make sure it run at proper speed even at 50Hz.

    • @Furiac.
      @Furiac. ปีที่แล้ว

      @@fattomandeibu oh interesting, so some ports had more time put in to them, accounting for these sorts of issues

    • @fattomandeibu
      @fattomandeibu ปีที่แล้ว +1

      @@Furiac. Yes. Another example would be Super Mario World for SNES. It's not mentioned here as this is discussing framerate, but that game went a step further, as it also used the extra 20-odd pixels in height, where most games would simply letterbox them out.

    • @solarflare9078
      @solarflare9078 ปีที่แล้ว

      @@fattomandeibu 16 pixels, but yeah. It's rare to see 16-bit games take advantage of the 224 vs 240 PAL resolution

  • @DoJayMi
    @DoJayMi ปีที่แล้ว +12

    I love how he's talking about not just games, but this bleeds into how animation and even film works as well.

  • @andrewodinson3726
    @andrewodinson3726 ปีที่แล้ว +8

    Sakurai is genuinely one of the people I admire most in this world. I could watch him talk about anything.

  • @DaVince21
    @DaVince21 ปีที่แล้ว +30

    0:55 I lost it when the lady bolted off screen. The editing of these videos isn't just clean and clear, it's hilarious at times as well.

    • @foks0054
      @foks0054 ปีที่แล้ว +6

      The sound effect too lol

  • @resetsurvivor
    @resetsurvivor ปีที่แล้ว +26

    It's cool that he's introducing ideas for absolute beginners.

    • @Mapachedepan
      @Mapachedepan ปีที่แล้ว +10

      He's the guy who made Kirby's dreamland after all, he always keeps in mind the beginners

  • @JustJohn43
    @JustJohn43 ปีที่แล้ว +28

    I know, as Sakurai said at the beginning, most avid gamers already know this, but that being said. Massive praise to the animation, editing and subtitles here. I have never seen FPS explained so beautifully.

  • @mastermoes3651
    @mastermoes3651 ปีที่แล้ว +21

    Props to the editor for bringing us these video so quickly within the span of two days!

  • @Trimint123
    @Trimint123 ปีที่แล้ว +35

    Frame rates are the most important things for gameplay as a whole, as the smoother they are, the more responsive the controls are. It is worth noting that gameplay benefits were dependant on the genre, so more action focused games benefit this the most, while more slow pace ones like strategy games may be a bit unnecessary.

    • @NuiYabuko
      @NuiYabuko ปีที่แล้ว +5

      What are you talking about? Picross is unplayable on anything lower than 120fps.
      I'm not being serious, by the way.

    • @MizoxNG
      @MizoxNG ปีที่แล้ว +9

      I'd argue that minimizing input lag is more important than framerate directly in terms of making a game responsive. of course, all else being equal a 60 fps game will have less input lag than a 30 fps game, but when all else is not equal, a 30 fps game with 20 ms of input lag will be more responsive than a 60 fps game with 40 ms of input lag.

    • @Trimint123
      @Trimint123 ปีที่แล้ว +1

      @@MizoxNG Well, it all varied by games. There are a lot of games that tied their game engine to FPS, which can leads to inconsistency of how the game's behaves, especially for most of old games. Example; your cars suddenly brake a lot tighter on 60 FPS than it was at 30.

    • @AkameGaKillfan777
      @AkameGaKillfan777 ปีที่แล้ว +1

      @@Trimint123 This causes certain issues with certain emulated games that have increased framerates.

    • @Trimint123
      @Trimint123 ปีที่แล้ว

      @@AkameGaKillfan777 Well, I wasn't specifically mention emulation, but yeah.

  • @Garomasta
    @Garomasta ปีที่แล้ว +17

    The slower framerate of PAL affected the music as well, which is why the PAL versions of Sonic the Hedgehog 1 songs sound more nostalgic to me, even if they aren't the "correct" versions.

  • @Typical7
    @Typical7 ปีที่แล้ว +6

    we are really lucky to live in a time where this series exists

  • @2007excalibur2007
    @2007excalibur2007 ปีที่แล้ว +17

    the problem with showing the difference between 30 and 60 FPS in a youtube video is that you have to set your monitor's refresh rate so that the frames can be evenly divided. YT videos max out at 60 FPS, so to properly see the difference, your monitor has to refresh at either 60hz or 120hz. Other refresh rates won't do because then the footage will stutter.

    • @GiraPrimal
      @GiraPrimal ปีที่แล้ว +6

      You also need to set the video’s quality to 720p or higher.
      Lower qualities are capped at 30 FPS.

    • @Holy_Light65
      @Holy_Light65 ปีที่แล้ว +1

      I can't never tell the different with 30 Vs. 60 all look the same to me

  • @PKFALLS
    @PKFALLS ปีที่แล้ว +15

    Even if he’s done, he’s still making additional content for beginners, just for fun. Thank you

  • @MissAshley42
    @MissAshley42 ปีที่แล้ว +13

    Even watching him talk about stuff I already know is great. He's just so likeable!

  • @TheDeathwhish
    @TheDeathwhish ปีที่แล้ว +13

    The difference between 30 FPS and 60 FPS is just crazy. I always knew that there was a difference since it is obvious in some games but this is the best example between 30 and 60 FPS.

  • @darthdistortion1934
    @darthdistortion1934 ปีที่แล้ว +15

    Pretty cool for Sakurai to talk about the PAL differences. That's one of the reasons the Playstation classic didn't exactly sell well

    • @OtakuMan26
      @OtakuMan26 ปีที่แล้ว +1

      Oh yeah? Do tell.

    • @darthdistortion1934
      @darthdistortion1934 ปีที่แล้ว +3

      @@OtakuMan26 Running PAL as Sakurai stated meant games chopped 50fps instead of 60fps. While already unfavourable versions of these games to use given nothing stopped them from using NTSC ISOs, some games like Tekken 3 copped it harder because running an FG at its unintended framerate is unacceptable

  • @alsirehctelf327
    @alsirehctelf327 ปีที่แล้ว +31

    Nice introduction to the idea of framerate when applied to games!
    One addendum I think people will generally find worthwhile, especially since modern games often work differently:
    Many modern games separate their game logic framerate and their display framerate.
    What this means is that the actual physics, inputs, motion, collision- all of that is done on some fixed timestep. ( 20, 30, 60 fps...)
    If that fixed timestep was directly drawn, then we get a system where the display framerate is limited by the game logic.
    The trick? Draw to the screen independently of that game logic code!
    So, on a variable frame rate, the game visuals are interpolated between these fixed frames.
    This means that, for example, 60 frames occur in a second for gameplay, but 90 frames could be drawn to represent those 60 frames.
    To give a more mathematical example, the 20th frame drawn to the screen could represent the 13.333333333.... gameplay (physics) frame, instead of being limited to drawing the 13th or 14th physics frame.
    This is done because game logic is much more consistent when it works on a fixed timestep.
    It's easier to design for and program without worrying about frames taking an irregular amount of time.
    However, people really like their smooth framerates- which is completely understandable! High framerates can really help improve the feel of a game.
    So, interpolating between gameplay frames allows both an easier to design gameplay and a pleasing image.
    It also solves the issue Sakurai outlined regarding the ports of classic games to PAL regions;
    If one person has a 165fps monitor, and another has a 60fps monitor, then there's no issue!
    Both of their games are internally running at the same framerate- the difference is that the player with the 165fps monitor has 105 added in-between frames drawn to their screen.
    This does NOT make a game immune to slowdown. It takes time to calculate game logic, and in particularly complex scenarios, that calculation can cause the game logic to take longer than the timestep. Once the timestep is exceeded, the length of gameplay frame is extended, slowing down the gameplay.
    If anybody is curious about the literal implementation of such a system, you can find it by looking for "fixed timestep interpolation" online. It's often much simpler than you'd think.

    • @thespeedyyoshi
      @thespeedyyoshi ปีที่แล้ว +1

      Interesting aside ^w^. Thanks for sharing

    • @Roadhog360
      @Roadhog360 ปีที่แล้ว +2

      I think the best example of this system is Minecraft, where the game will run at full speed regardless of your framerate. You can go up to over 200FPS and still play the game just fine.

    • @Slash0mega
      @Slash0mega ปีที่แล้ว +3

      i think he touched on this quickly with the shadow of the colossus footage.

    • @JeffreyThrash
      @JeffreyThrash ปีที่แล้ว

      I’ve heard Sonic Team did that with the Switch version of Sonic Forces-the input is 60 FPS, but the visuals run at 30 FPS or something like that. Hopefully they do that again with the Switch version of Sonic Frontiers, assuming they haven’t magically managed to make it run at 60 FPS on the hybrid console (I’m still skeptical Frontiers will run well on Switch, admittedly)-obviously playing it at 144 FPS on my PC is ideal FPS-wise, but hopefully the Switch version is good, too so that I could play it more often in handheld mode in bed.

  • @Hyper128
    @Hyper128 ปีที่แล้ว +8

    Why is this so entertaining watching someone explaining about game development I actually like it

  • @Brods11
    @Brods11 ปีที่แล้ว +4

    Nice bit of information about Frame Rates. Especially the difference between NTSC and PAL Regions.

  • @AltimeterAlligator
    @AltimeterAlligator ปีที่แล้ว +10

    I appreciate the slowed down comparison of 30fps vs 60fps, just in case anyone's watching this in 480p resolution or lower. Nice attention to detail!

  • @chompythebeast
    @chompythebeast ปีที่แล้ว +12

    Wow, it's really cool such a respected member of the industry is interested in educating people!

  • @Quetzal00358
    @Quetzal00358 ปีที่แล้ว +35

    Anyone else want Sakurai's cat to show up in these videos?

  • @SirGary
    @SirGary ปีที่แล้ว +6

    Sakurai has just come here and said "Well, now I'm the best gamedev TH-camr 😎"

  • @kara9516
    @kara9516 ปีที่แล้ว +20

    I've always been fascinated about how he teaches and talks about games in his Sakurai presents from Smash reveals so these are perfect and I could listen to him talk for hours

  • @ark5074
    @ark5074 ปีที่แล้ว +45

    As someone whose currently learning programming to become a game dev. It’s so cool to see Sakurai talk about all of this stuff.

    • @yuelia9937
      @yuelia9937 ปีที่แล้ว +6

      Sorry I accidentally disliked your comment if you got a notifcation for that! Didn't mean to!
      That's awesome! Hope that turns out well!

    • @tjlnintendo
      @tjlnintendo ปีที่แล้ว +9

      @@yuelia9937
      There’s no notifications for dislikes

  • @neval537
    @neval537 ปีที่แล้ว +16

    I love how Sakurai looks so happy/excited for being able to have his channel and talk about games stuff like this, makes me so happy for him, go on master!

  • @ArcadianLegend
    @ArcadianLegend ปีที่แล้ว +7

    Something to note regarding PAL region games is that 60hz became an option in most titles from the Dreamcast onward as TV's over here started to support PAL60. By the seventh console generation started (Wii, PS3, Xbox 360) 60hz became the standard, although several games were still 50hz only.
    There are also 6th and 7th gen PAL games that only support 60hz, like Metroid Prime 2, Zelda OoT GC, Zelda Collectors Edition and The Last Story.

  • @89DerChristian
    @89DerChristian ปีที่แล้ว +7

    Easily the best channel on youtube already

  • @IkeSan
    @IkeSan ปีที่แล้ว +32

    1:47 Sakurai making Hardcore gamers cry.

    • @pomoswitch
      @pomoswitch ปีที่แล้ว

      what's the name of the game?

    • @kirbyloq8622
      @kirbyloq8622 ปีที่แล้ว +2

      @@pomoswitch Zelda breath of the wild and if you mean the next game is shadow of colossus

    • @pomoswitch
      @pomoswitch ปีที่แล้ว +1

      @@kirbyloq8622 already found out about the name but still thank you a lot for responding!

    • @kirbyloq8622
      @kirbyloq8622 ปีที่แล้ว

      @@pomoswitch no problem

  • @ColonialSun-mg6tq
    @ColonialSun-mg6tq ปีที่แล้ว +8

    I love how he is trying to bring us all together on topics we all can relate too from around the world and teaching the struggles of playing games from Europe

    • @Liggliluff
      @Liggliluff ปีที่แล้ว +3

      It wasn't a struggle playing games in Europe, that's just a pure lie. There are European game developers making games in 50, and other game developers compensated for slower framerate with higher game speed. Plus PAL had higher resolution, and wasn't known as the system with "not the same color" issue.
      I'd say PAL was overall better, but people are only fixated on 60 frames per second like that's the only thing that matters.

    • @ColonialSun-mg6tq
      @ColonialSun-mg6tq ปีที่แล้ว

      Have you ever tried to play pal games in America you need to import a tv that has a 50 hertz’s option and then the cable doesn’t fit into the wall so I need another adapter to do so, it’s all a rough process and slow really it’s all just slow😂

    • @magicjohnson3121
      @magicjohnson3121 ปีที่แล้ว

      I never struggled on pal

  • @Many-names
    @Many-names ปีที่แล้ว +40

    Sakurai: Some PC games and high-end machines can surpass 120 or even 200 fps, depending on processing power. But none of that will matter if your monitor doesn't support it.
    Geometry Dash players: I'm going to pretend I did not see that

    • @saricubra2867
      @saricubra2867 ปีที่แล้ว +1

      You need a very fast CPU for those framerates. The CPU has to do all of the game logic and process your inputs, if the CPU and RAM aren't fast enough, you have the GPU waiting and not working at full speed, this is called a CPU bottleneck.

    • @Many-names
      @Many-names ปีที่แล้ว +1

      @@saricubra2867 I'm going to pretend I did not read that

    • @saricubra2867
      @saricubra2867 ปีที่แล้ว +2

      Finally, even if you run a game internally at 100fps while your monitor displays 60Hz or 60fps, it will be more responsive than the game's code running at 60fps with the same monitor.

  • @LunaTheFoxgirl
    @LunaTheFoxgirl ปีที่แล้ว +26

    Another important metric that was kind of mentioned but not fully in this video is frame times. Frame times is how much time a single frame takes to draw. If your frame time spikes randomly it will show up as stuttering in your game. To have a smooth 60 FPS you need a frame time of 16.6 milliseconds, 30 FPS needs a steady 33.3 milliseconds of frame time, and so forth.

    • @codecoderr7495
      @codecoderr7495 ปีที่แล้ว

      it's not really important for game design. It may be important if you want to optimize, but creative design comes first and foremost. Be ware of getting too technical about optimization when you can't even design something.

    • @LunaTheFoxgirl
      @LunaTheFoxgirl ปีที่แล้ว

      @@codecoderr7495 frame times also play an important part outside of optimisation, for example animations will be synced to intervals of the frame time, it’s used in many places outside of optimisation, just sliced up in various ways

    • @codecoderr7495
      @codecoderr7495 ปีที่แล้ว

      @@LunaTheFoxgirl no not really. What you're really talking about is about game timers. And game timers can either use the hardware timer, so it goes in milliseconds, can use vblank interrupts ((1/60)*1000) and others. Also depending on the game timer implementation can waste CPU cycles by sitting in a idle loop, waiting for interrupts, or not.

    • @codecoderr7495
      @codecoderr7495 ปีที่แล้ว

      @@LunaTheFoxgirl the other part would be framebuffer rendering time. And it's obvious Sakurai-san know much better what he's saying than you, because the CPU needs to synchronize to GPU, and GPU emits interrupts on vertical blank intervals, thus, it's the perfect interval for drawing an entire frame. There's even DMA hardware assisting that process.

    • @LunaTheFoxgirl
      @LunaTheFoxgirl ปีที่แล้ว

      ​@@codecoderr7495 Unless your game is heavily multi-threaded via Vulkan, DX12 or NVN your game timers are quite directly tied to the frame time, either as a fixed time step run multiple times per game loop iteration (eg. for single-threaded physics), or as delta time passed around (often used for animation playback, in my experience).
      As for GPU sync in multi threaded applications, depending on the API the synchronization either happens via fences and semaphores or is done implicitly via state changes in the API layer. (eg. glFinish in OpenGL will force all state to flush and wait for that to be done)
      For most people the slight distinction between them does not matter too much. But being able to time stuff based on how long a frame took to render directly, or as discrete slices is an incredibly useful tool to have in your toolbelt.

  • @Charkid177
    @Charkid177 ปีที่แล้ว +14

    Sakurai is teaching a whole new generation of game developers.

  • @mr.junior7880
    @mr.junior7880 ปีที่แล้ว +13

    This man is actually making videos?
    That is mind-blowing.

  • @Josuh
    @Josuh ปีที่แล้ว +14

    I appreciate the kirby ost in the background

  • @emiliacuerden
    @emiliacuerden ปีที่แล้ว +17

    I feel like I'm in a game design class, and I want more!

  • @drasnaescastle
    @drasnaescastle ปีที่แล้ว +9

    That intro sound is EVERYTHING!

  • @icemanworldnetwork5533
    @icemanworldnetwork5533 ปีที่แล้ว +11

    Its so interesting to hear these concepts from someone so well known in the industry

  • @Merchantic
    @Merchantic ปีที่แล้ว +13

    I love how these uploads basically take the format of a Smash announcement lol. It's the small things, but the music, the graphics, the effects. they all have this upbeat energy to them

  • @metalmeal0
    @metalmeal0 ปีที่แล้ว +11

    4.7k views and 4.7k likes. It just goes to show how we love Sakurai 🙌

    • @Nekotaku_TV
      @Nekotaku_TV ปีที่แล้ว

      Now there are more likes than views haha.

  • @harveyfleck2215
    @harveyfleck2215 ปีที่แล้ว +9

    We love you, Sakurai.

  • @teero121
    @teero121 ปีที่แล้ว +10

    These feel like tiny character presentations and really bring me back. Please, keep them coming.

  • @oscarbrittain748
    @oscarbrittain748 ปีที่แล้ว +6

    I love how short and sweet these videos are

  • @will_stevens
    @will_stevens ปีที่แล้ว +6

    Sakurai using Shadow of the Collosus gameplay is mad. Legend.

  • @cjcadima
    @cjcadima ปีที่แล้ว +8

    I feel like I'm genuinely learning things from these videos

  • @mounne13
    @mounne13 ปีที่แล้ว +14

    Sakurai gonna run Skillshare out of business

  • @mattmarrillia4907
    @mattmarrillia4907 ปีที่แล้ว +14

    This man is nonstop

  • @freeformboozler
    @freeformboozler ปีที่แล้ว +5

    I wish I could send Mr. Sakurai a letter of appreciation as somebody learning about game design at the same time as this channel started

  • @Nit-Pick
    @Nit-Pick ปีที่แล้ว +7

    "Who is going to watch a video about framerates at 3:00 in the morning?"
    Me: "Oh boy, 3:00 A.M.!"

  • @LotteYansson
    @LotteYansson ปีที่แล้ว +13

    Hell yeah! TH-camr Sakurai is back!

  • @Nekotaku_TV
    @Nekotaku_TV ปีที่แล้ว +13

    Damn, Sakurai got the thumb up to use Shadow Of The Colossus in an example of frame rate fluctuating. Love that game.
    I don't get how a human can tell the difference after 90 FPS...
    Please make them longer Sakurai!

    • @M4Dbrat
      @M4Dbrat ปีที่แล้ว +1

      Aircraft pilots see up to 240. It's a matter of training

  • @dorobokino
    @dorobokino ปีที่แล้ว +36

    Can we just take a moment to appreciate Sakurai's approach to videos? No fluffy intro, no "like and subscribe" at the end, no padding to meet a minimum-length requirement... just good videos with only the essential information he is trying to convey. Massive respect to Sakurai!

    • @lopeztoday7343
      @lopeztoday7343 ปีที่แล้ว +7

      Well that’s probably Bc he’s already known by millions beforehand & doesn’t need to

    • @drewtweedie7408
      @drewtweedie7408 ปีที่แล้ว +1

      No.