this post was submitted on 28 Feb 2025
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Ironically, Zelda Link to the Past ran at 60fps, and Ocarina of Time ran at 20fps.
The same framerates are probably in the Horizon pictures below lol.
Now, Ocarina of Time had to run at 20fps because it had one of the biggest draw distances of any N64 game at the time. This was so the player could see to the other end of Hyrule Field, or other large spaces. They had to sacrifice framerate, but for the time it was totally worth the sacrifice.
Modern games sacrifice performance for an improvement so tiny that most people would not be able to tell unless they are sitting 2 feet from a large 4k screen.
Had to, as in "they didn't have enough experience to optimize the games". Same for Super Mario 64. Some programmers decompiled the code and made it run like a dream on original hardware.
The programming knowledge did not exist at the time. Its not that they did not have the experience, it was impossible for them to have the knowledge because it did not exist at the time. You can't really count that against them.
Kaze optimizing Mario 64 is amazing, but it would have been impossible for Nintendo to have programmed the game like that because Kaze is able to use programming technique and knowledge that literally did not exist at the time the N64 was new. Its like saying that the NASA engineers that designed the Atlas LV-3B spacecraft were bad engineers or incapable of making a good rocket design just because of what NASA engineers could design today with the knowledge that did not exist in the 50s.
One of the reasons I skipped the other consoles but got a GameCube was because all the first party stuff was buttery smooth. Meanwhile trying to play shit like MechAssault on Xbox was painful.
I never had trouble with MechAssault, because the fun far outweighed infrequent performance drops.
I am a big proponent of 60fps minimum, but I make an exception for consoles from the 5th and 6th generations. The amount of technical leap and improvement, both in graphics technology and in gameplay innovation, far outweighs any performance dips as a cost of such improvement. 7th generation is on a game by game basis, and personally 8th generation (Xbox One, Switch, and PS4) is where it became completely unacceptable to run even just a single frame below 60fps. There is no reason that target could not have been met by then, definitely now. Switch was especially disappointing with this, since Nintendo made basically a 2015 mid-range smartphone but then they tried to make games for a real game console, with performance massively suffering as a result. 11fps, docked, in Breath of the Wild's Korok Forest or Age of Calamity (anyehwere in the game, take your pick,) is totally unacceptable, even if it only happened one time ever rather than consistently.
I’m usually tolerant of frame drops, especially when they make hard games easier (like on the N64), but I agree it has gotten much worse on recent consoles. Looking at you, Control on PS4 (seems like it should just have been a PS5 game with all the frame drops; even just unpausing freezes the game for multiple seconds).
when i was a smol i thought i needed to buy the memory expansion pack whenever OoT fps tanked.