And what does frame rate have to do with its qualification as a simulator?
" "For a racing game, 60fps is hugely important," Tudor continued. "
" "What people don't know is that the physics underneath runs at 600 times a second. We measure the input you're doing on the
controller 250 times per second. Project Cars does that way more
than any other game - they're all doing that significantly lower. The
screen refreshes 60 times per second - we're measuring the tires, the physics, the suspension, all that stuff, 600 times."
www.eurogamer.net/articles/2014-09-28-project-cars-shooting-for-1080p-60fps-on-both-xbox-one-and-ps4
" You were pretty slavish as regards hitting 60fps, and did receive
some criticism from the community for apparently trading off some
poly budget to achieve it. In retrospect, are you glad you stuck to
the 60 frames goal, or could you have created something more
visually attractive if you’d lowered the target to, say, 30?
We get asked this question a lot by the press and my answer hasn’t
changed much from Forza 2 to Forza 3. The reality is that racing
games running at 30fps have to deal with visual shuttering artifacts
in the environment and backgrounds that fly by your field of view
when the car is traversing at high speeds. So you then go and mask
that using motion blur for your environments, which end up eating
into your GPU cycles, which take up resources from other features
you want on-track.
It really turns into a trade-off for the type of visual direction you’re
trying to achieve, and with Forza Motorsport, the visual style is
clear, crisp graphics, and highly-detailed environments and textures.
But in truth, the decision is less about graphics than feel. We
prioritize 60fps as an important feature because it gives the games
a feel you just can’t achieve at 30; for instance, the responsiveness
and feedback of the controls, or physics calculations and visual
manifestation of that on how we model our tire flex and body roll.
While those calculations are decoupled from the graphics and run as
high as 360 frames per second, we found that graphical framerate
impacts the feel of those systems as well. Simply put, we couldn’t
have achieved the experience we wanted if the game only ran at
30fps. I’m sure you would get a similar response from Infinity Ward
regarding Call of Duty."
www.vg247.com/2010/02/03/interview-forza-motorsports-dan-greenawalt/
YET, in 2009, SMStudios disagree? or LIE?
www.kotaku.com.au/2009/09/30fps-vs-60fps-is-negligible-says-need-for-speed-dev/