(11-04-2012, 01:09 AM)Topken Wrote: It is a well known fact that Final Fantasy X has been slowed down to 50fps for the pal version so in this case yes they did slow it down for the pal release compared to the NTSC releases. There are several threads on this board that explains it so as I said it is fact in this case.
wait, do you mean the game "play slower"? then it was not a conversion. Whatever I never knew about this, strange.
Now, if this mean there is a NTSC version that run at 60FPS and a PAL version that runs at 50 FPS and "feel" the same, that's it.
Edit: image processing is too complex to even try to bring all concepts in a forum post, but explaining in simplified manner a few is possible.
FPS - Frames per second - in a photography the frame and the image are exactly the same thing, in a very simplified vision you may understand is how movies and TV standards (hence console games) are synchronized... changing the FPS changes the pace the image changes.
But the concept does not tell anything about the image being shown, just the amount of frames to be sampled. PC treats the "actual image" to be put inside the frame independent of FPS (to an extent). Imagine a moving object does not move continually, it moves like in small teleporting steps... the lower the FPS the bigger that step is, as to say the object "jumped" longer from the previous frame to the actual. In higher FPS the step is smaller and the movement tends to continuous (still never totally continuous except at infinite FPS). Since the movement is this case is tied with real time, the object is to move from point A to point B in 6sec it will do so at 30 FPS or 600FPS, just than at 30 FPS a fast moving object would feel jerky.
Console games at 60 FPS - the object takes 360 frames to get from point A to B (or 6 seconds). Since it is synch by frame, at 30 FPS it still takes 360 frames to complete the movement, so it is slowdown and takes 12 seconds to get there, a very noticeable slowmotion. To have the correct speed experience the game must be played at exact
PC games - The same moving object is synchronized to get from Point A to B in 6sec and will do it in 6 sec independent on the FPS (at reasonable extent). In this case the advantage of greater FPS is translated in a more smooth movement, smaller jumps, so that is an important factor to, for example, car racing games, for the fast moving car will feel Jerky at low FPS.
If the above was understood, we have the concept of image and how image changes, more yet we have the concepts of how many times a frame is sampled and that concept of FPS does not dictate the actual image to show at each frame.
Finally there is yet another concept related to the rate the frames are sampled on the screen, directly linked with the hardware (TV or monitor), known as refresh rate.
That one is "sacred", the hardware must do everything possible to keep it stead for otherwise nasty distortions happens. In PC is allowed the FPS to differ from that refresh rate and the user most of times is not even aware of it happening.
Edited to remove information needing yet more concepts, like horizontal and vertical frequencies, meaningless to this post.