
Are we really going to output 120fps…?
Well, racing games are better with a higher frame rate.
It’s impressive that it runs at 120 in an open world with proper optimization.
I don’t have a 120Hz output device…
The Switch2’s display is 120Hz.
It also supports G-Sync.
>>4
I’m a dog person…
Back then, as a kid, I wanted them to stop making weird things with the DS and Wii and just release regular game consoles, so I personally like the direction of the Switch.
I also like the Switch 2, which has increased its performance without doing anything strange.
>>5
If we remove the handheld mode and just make it a flat panel, wouldn’t it be cheaper?
I’ve been thinking that for a long time, so I recognized that I was doing something strange.
>>5
I was a kid who debuted in gaming on the DS, so I still think it’s inconvenient when other game consoles don’t have dual screens.
I wonder if No Man’s Sky can be played in the highest quality on a mobile device.
Isn’t YouTube limited to 60fps?
Will it be okay to capture 120fps at 60?
Our 55-inch TV only supports up to 4k 120hz…
>>9
Die.
>>10
Kids’ response
>>9
We also don’t have HDR… because it’s an OLED…
For 4K, it’s up to 60fps.
“To think that what was once said as ‘Make Breath of the Wild support 60fps, you idiots at Nintendo’ would really come to fruition…”
It’s the era of 120fps on handheld game consoles, huh…
>>15
Other Switch-type gaming PCs are at a disadvantage, aren’t they?
>>17
Most current UMPCs are over 120Hz.
I thought the same about the PS5 Pro, but in the end, I have no idea what kind of TV I should choose to fully realize its maximum performance.
HDR10 and Dolby something…
There is also a mouse mode, so I wonder what Splatoon 4 will be like.
It turns out that doing it in handheld mode achieves higher quality than watching it on our TV…
Large TVs and monitors don’t support 120fps, right?
I’m wondering whether to do it on a big screen or not.
If it’s HD, monitors that exceed 120Hz aren’t that expensive.
I didn’t know a mobile device could have such performance in its LCD.
>>22
Since it’s attached to smartphones and tablets.
>>22
I’m doing pretty well right now.
It’s time to buy a new monitor with this opportunity…
Maybe I should consider connecting it to a gaming monitor instead of a TV.
It’s difficult to balance image quality and FPS, so the display should be around 100,000 yen at most, I guess.
I thought about it, but Breath of the Wild being a vertical multi-platform on both WiiU and Switch, with an update path on Switch 2, means it essentially continues as a vertical multi-platform game on three consoles.
That’s amazing!
Isn’t it quite something for 4K?
It seems you can choose between Full HD 60fps and 720p 120fps in mobile mode.
It feels less satisfying to play 3D games unless they’re on a big screen, so it might be better to upgrade to one with high fps.
If it doesn’t change much even at 60fps, then that’s fine.
I’m waiting for the review.
>>32
Since it’s something that can change based on personal opinion, I think it would be better to honestly upgrade, as it will enhance the gaming experience later on.
I only use mobile mode when I’m playing games next to my cat.
>>33
You… you…
I’m using headphones and an HDMI selector between the game console and the TV, but I need to replace all of these with compatible devices, right…?
Since I mainly used my phone, is it correct to understand that the quality will smoothly remain at 720p?
You can’t output 1080p at 120fps simultaneously on a mobile phone, right?
I can clearly see the difference between 30 and 60, but the difference between 60 and 120 is not noticeable enough to bother me personally.
>>39
They say that around 80 is when human limits come.
Even if I film the appearance of it moving at 120Hz during the trial session,
I remember a participant explaining that when you upload it to YouTube, you can only watch it in 60fps.
120Hz means less than 9ms per frame.
What an amazing era.
It’s nice that weird gimmicks can be expanded with peripherals.
FPS and Hz are different numbers, so of course…
>>44
The monitor is labeled in Hz, so isn’t it the same?
>>51
Just playing a video is almost synonymous, but games are different.
>>56
I’m not talking about the internal processing of the game, and I think it’s acceptable to discuss it as synonymous in this context.
>>66
It seems like we were talking about something on a different level.
There are an incredibly large number of smartphones that can deliver 120fps.
There are quite a few high-end models that can go up to 240.
Are there really that many situations where you can make use of that?
Isn’t it just first-person shooters or MOBAs that care about FPS?
I mean, does that really change the advantages and disadvantages?
>>47
Without frame generation, the FPS itself becomes simpler, which also improves the accuracy of the input.
>>47
I might care if it’s a game with parries or just guards…
Well, I just want at least 60.
If it’s 30, it becomes a different game.
Well, there is indeed a significant difference between 60 and 120 that you can really feel.
Compared to the difference between 30 and 60, this seems not that dramatic.
Once you get used to 60, 30 really feels very rigid.
I thought it was great that the difference in FPS is clearly noticeable in rhythm games, but I wasn’t playing rhythm games on the Switch in the first place.
If you’re stable, then turning 30 won’t matter that much.
The Switch is usually not even stable at 30.
Even if the Switch2 can output 120fps, I don’t think it will be able to do so with our TV and wiring.
>>53
In such cases, mobile mode.
I don’t really understand the difference between 30 and 60…
>>57
It might be better that way for happiness.
>>57
I’m going to watch a video comparing the movement of breasts.
>>67
Due to processing, there are games on 30 that shake more…
>>57
Aren’t you messing up the settings?
Below 30fps: It won’t be a game.
30fps: It’s fine if there’s no action element.
60fps: I want it for action.
120fps: The limit that humans can recognize.
That’s the image.
Recently, in smartphone games, if the 3D model doesn’t run at 60 frames, it becomes noticeable…
Whether it will stick at 120fps or not is still unknown until I try the actual device.
Is the Switch 2 possibly the first to achieve 120fps on a mobile device?
If I see 120fps in mobile mode and think it’s awesome, maybe I’ll buy a new monitor…
There is no such thing as fps in reality.
The more, the better.
I’m honestly happy because I’ve mostly only used handheld mode.
Recently, I heard a story that in Monster Hunter, when the frame rate increases, the damage dealt decreases.
>>71
I saw a story about Genshin Impact where performance changes with FPS.
What are monitors with 480Hz or 540Hz for?
>>72
To put it simply, it has meaning because the number of displays is different.
Since it reflects an image, there will definitely be some loss.
At least smartphones can no longer go back to 60fps.
Because it’s a device with a lot of scrolling, the experience is completely different at 60 and 120.
An 8-inch tablet is tough in table mode.
I hear that DLSS FG is possible, so it would definitely hit 120Hz.
It’s quite common to see bugs in action games where the processing changes when the frame rate changes…
>>78
If the physics engine doesn’t calculate with fine time increments, the error becomes significant.
Determining multi-hit outcomes frame by frame is a bad civilization.
Generally, 240 is around the limit of human perception, with 60 to 120 being considered particularly easy to distinguish.
Ah, you’re calculating not how much damage one slash does, but how much damage it does per frame while it hits.
>>81
A common issue is the duration of the hit detection.
Being higher than the standards set by fps is the same as extending the time, so while slashing, the hitbox regenerates and hits twice.
Hz is the refresh rate, and having a high value means that.
It means that the time taken to update the dots in the frame from the top left to the bottom right in order is short.
The state where the previous picture and the next picture are half and half is brief.
Even if the fps is lower than the Hz, the time that the misalignment of the images is visible is shorter.
There’s also something like frame generation.
There have been strategies developed where setting it to 30FPS while keeping generation on and playing at 60 is the strongest method.
>>83
I entered it, but it caused an error and I got frustrated…
Even if it has 120fps, you might not feel it.
When the game’s processing becomes heavy, there are situations where the frame rate drops.
A higher frame rate is better, right?
>>84
If you’re going to drop frames, it’s better to stick to around 90fps.
By the way, I wonder if the external output is fixed at 16:9.
I would be happy if it supported ultra-wide, but I wonder if optimization is a hassle…
Increasing the frame rate makes the game heavier.
It seems that there will be an increase in titles that utilize VRR at 40fps in the future.
A non-VRR compatible environment might be tough.
>>90
ASUS’s new low model 2K monitor has HDMI VRR support, so other companies will likely respond soon.
fps is time, and hz is frequency.
What I expect from VRR is the imperfect recreation of retro games.
Time is the part of fps that refers to the ‘s’; if I were to express it intentionally, it’s the resolution of time.
And that is the same for Hz.
It’s just that the usage of the words is different.
>>94
In the game, it’s time itself.
A low fps means that time flows slowly.
>>98
Software that says it has a variable frame rate is actually constant over time.
>>103
It depends on the game, but the reference frame is set.
I never expected that I would end up buying a gaming monitor for the Switch 2.
Well, nothing will start unless I win the lottery.
I’m still unsure about what level of HDR Switch2 is aiming for, so it’s scary.
Is it okay to have something over 600 or just 400?
And since Hz is just the number of times the monitor displays, it has no effect on the game at all.
As for the player, never mind.
It depends on how many fps (frames per second) you can output.
It’s about how far hz can go.
In terms of meaning, it’s the same when it comes to the limit value.
I mean, it’s the first time I’ve heard of time units…
I really noticed that when the image quality decreases, the textures switch abruptly depending on the scene, and I realized this with the PS5 Pro.
I don’t really understand even if the FPS switches.
In the case of games, frames refer to the number of drawing generations, not just displaying visuals.
When the fps is low, there are cases where the overall flow of time slows down, and cases where time itself is preserved despite frame drops.
If the FPS is low, is the slow passage of time due to processing drop?
These days, there are no major developers that have such a foolish implementation synchronizing FPS with real-time.
I heard that in Monster Hunter Rise, a higher FPS for the bowgun leads to an increase in the number of multi-hits, resulting in higher damage…
In this era of frame generation, it should not be perceived as the internal time of the game.
You’re probably taking Sakurai-kun’s video at face value, aren’t you?
Hertz is a person’s name.
I wonder how far our REGZA can go? When I checked the specifications, it said 4K120P, so it seems okay.
Compared to 4K and 120fps, HDR seems a bit plain.
>>112
Unlike the unwavering figures of resolution and frame rate
It was a situation where the winner was the one who spoke up, and the standards were ambiguous…
There are various HDRs.
Is there anyone who sees fps as the same for video output and internal instruction processing?
I found in an overseas article that unfortunately, the controller’s stick does not seem to be a Hall element.
Since it’s a sensor that uses magnetism, it might interfere with the magnetism of the magnets used to secure the Joy-Con.
Well, I think it has improved compared to what it was before.
I generally aim for 60fps, but it’s somewhat troubling that cut scenes tend to have a better atmosphere at 30fps.
>>117
There are games where only the movies are set to 24.
The way the breasts shake changes.
I wonder if it’s kinder to the user’s eyes to have a lower resolution with a higher frame rate rather than a higher resolution.
In Salmon Run, some special weapons clearly lose power due to frame drops, so I want to play at a solid 60fps as soon as possible.
How will the world change?
Does this main monitor also support 120Hz?
I think it’s amazing, but personally, since I only use it as a home console, I feel it’s a waste to spend costs on that.