Frame: Difference between revisions

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==Framerate==
==Framerate==
The ''Pikmin'' games contain complex areas and several objects, more notably, the [[Pikmin family|Pikmin]] themselves, with 100 of them being able to stay on-screen at once. In order for the console to process the world's logic and render all of its elements at a steady speed, it cannot render at a large framerate. ''[[Pikmin (game)|Pikmin]]'' and ''Pikmin 2'' run at 30 frames per second, as do their [[New Play Control!|remakes]]. The exception to this is the European [[region|version]] of ''Pikmin'', which runs at 25. ''Pikmin 3'' runs at 60 frames per second, and strangely, so does the [[Menu#Options|options menu]] in ''Pikmin 2''.
The ''Pikmin'' games contain complex areas and several objects, more notably, the [[Pikmin family|Pikmin]] themselves, with 100 of them being able to stay on-screen at once. In order for the console to process the world's logic and render all of its elements at a steady speed, it cannot render at a large framerate. ''[[Pikmin (game)|Pikmin]]'' and ''[[Pikmin 2]]'' run at 30 frames per second, as do their [[New Play Control!|remakes]]. The exception to this is the European [[region|version]] of ''Pikmin'', which runs at 25. The more advanced [[Wii U]] allows ''[[Pikmin 3]]'' to run at 60 frames per second. Strangely, the [[Menu#Options|options menu]] in ''Pikmin 2'' runs at 60 frames per second as well.


Should the console have to process a large amount of instructions, it may fail to do all of them in a single frame, needing to extend the duration of the frame until everything is concluded. If this happens over a large amount of time, it can be noticed by the player. An example would be the landing sequence in ''Pikmin 3'', which oftentimes slows down the [[cutscene]], but not in a way that negatively impacts gameplay.
Should the console have to process a large amount of instructions, it may fail to do all of them in a single frame, needing to extend the duration of the frame until everything is concluded. If this happens over a large amount of time, it can be noticed by the player. An example would be the landing sequence in ''Pikmin 3'', which oftentimes slows down the [[cutscene]] visibly, but not in a way that negatively impacts gameplay.


==See also==
==See also==