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What was the first 60fps game?

HeXen

Diamond Member
Might be a difficult question but was curious what the first true 60fps game was? I'm assuming it was probably an arcade? I know I Robot is credited as one of the first uses of polygons, I wonder what it actually ran at?
 
I think as long as 60hz has been the native refresh rate of TV's etc..

All games are technically running at 60hz, even if the rendering is being done at a much lower hz. the game itself is still cycling at 60hz.
 
The final output is 60hz as it has to be sync'd to the display. That's why you get judder at any framerates that aren't a multiple of 60.
 
There was PS 2 title.. can't remember the name. It was a car game where you shot like, sonic waves or whatever. It was the first console game title to be 60 FPS. It was awesome.
 
Early games were used on 60hz displays, but did not run at 60fps. I think Quake may have been the first FPS to run at 60fps (was capped at 72fps).
 
There was PS 2 title.. can't remember the name. It was a car game where you shot like, sonic waves or whatever. It was the first console game title to be 60 FPS. It was awesome.
The Atari 2600 ran games at 60 frames per second, and I'm certain there were others before that.
 
I think as long as 60hz has been the native refresh rate of TV's etc..

All games are technically running at 60hz, even if the rendering is being done at a much lower hz. the game itself is still cycling at 60hz.

No, not really. The game engine does not need to run at 60fps for your video card to output a signal at 60hz.
 
The Atari 2600 ran games at 60 frames per second, and I'm certain there were others before that.


Not a single 2600 game ran at 60fps, the console was not capable of it. It actually rendered line by line. Which is why when there was a glitch, you would get a partially drawn frame. And games that ran slow would have a visible draw rate.
 
Not a single 2600 game ran at 60fps, the console was not capable of it. It actually rendered line by line. Which is why when there was a glitch, you would get a partially drawn frame. And games that ran slow would have a visible draw rate.
Do you have a source on that? Everything I've ever read said 60, of course not for every game.
 
Do you have a source on that? Everything I've ever read said 60, of course not for every game.

The Atari didn't have a frame buffer so there really is no concept of FPS on it.

Unlike modern game engines, in order to draw on the screen with the Atari you would draw line by line until you've rendered the screen. The best you could do is average out the (lines / second / screen height) to get an approximate number.
 
Wasn't quake 60fps capable?

Tekken 1 I belive was a 60fps game (arcade used psx hardware), if not then tekken 2 and 3 were (psx hardware with extra memory).

VF1 might have, 2 didn't toute 60fps but instead ran at 640x480 on the saturn. The arcades model 2 boards probably ran 60fps.

2d games are hard to judge, sprite movement was based on the game code and not the hardware. they were synchronized games which ment if the hardware slowed down at all, the game itself slowed down too. Modern 3d games are asynchrones and gameplay speed is not tied to frame rate (Unless you are electronic arts, cause your are a shiaty game developer).
 
The Atari 2600 ran games at 60 frames per second, and I'm certain there were others before that.

I have trouble believing this since at that time Atari was legendary in their cheapness and many TVs of that day had 24/30 refresh rates.
Also I am old enough to have owned a 2600 in all its flickering glory.
 
fanatical, 59.9 refresh because of the NTSC power supply (ALL tubes did this), each refresh was alternating lines known as a field, 2 fields form a full frame. broadcast was 30, movies had to be converted to go from 24 to 30fps.

I do belive sports broadcast actually captured 60 frames, threw half the info out to create fields, and then transmitted them at 30fps, but because they get redrawn on your screen at 59.9 refresh, the 60 frames per second motion is restored, you are simply missing detail because half the image data is missing, but is covered up by the lack of sharpness inherent with standard crt. I came to the conclusion when noticing captured footage of sports broadcast showed interlacing. The only time interlacing should ever show itself on still images is if 2 different frames needed to be merged.
 
Wasn't quake 60fps capable?

Tekken 1 I belive was a 60fps game (arcade used psx hardware), if not then tekken 2 and 3 were (psx hardware with extra memory).

VF1 might have, 2 didn't toute 60fps but instead ran at 640x480 on the saturn. The arcades model 2 boards probably ran 60fps.

2d games are hard to judge, sprite movement was based on the game code and not the hardware. they were synchronized games which ment if the hardware slowed down at all, the game itself slowed down too. Modern 3d games are asynchrones and gameplay speed is not tied to frame rate (Unless you are electronic arts, cause your are a shiaty game developer).

I mentioned above that as far as I know Quake was the first FPS to render at 60fps (72fps max unless you cracked it, which then you let you run faster and jump farther). Trying to think of a game before that which actually ran at 60fps. Most had either an engine limit of 24 or 30, or didn't render a frame at a time (no screen buffer).
 
If you were thinking 60 fps was something relatively new because of PCMR/console potatoes etc I'm afraid to say its been around since your grandpa was in diapers. There is probably an obscure 2D game before Quake that was 60 fps but who knows. Monitors have been 60 Hz since at least early 90s
 
quake was capped at 125 frames. it's better to use frames to talk about rendering, and hertz when talking about refresh rate.

afaik 60hz was always the standard, from back when tv was in b&w. google agrees.

as for render rate, it was not capped until much later on, when it was advantageous to have it capped.

so unless you are willing to go back in time and test actual games on their initial launch platforms, you'll never have that answer; but games were running at more than 60hz since way before the framerate cap was introduced.
 
If you were thinking 60 fps was something relatively new because of PCMR/console potatoes etc I'm afraid to say its been around since your grandpa was in diapers. There is probably an obscure 2D game before Quake that was 60 fps but who knows. Monitors have been 60 Hz since at least early 90s

Even if your screen is displaying an image at Y hz you can still make a game that runs at X fps. The two are independent.
 
The first 60FPS directX app was the "Fox and Bear demo", in the "Games SDK" for Win95. (This was before it received the official name of "DirectX".) It ran 60fps, with hardware blit accelleration, on an ATI Mach64 VLB/PCI card.
 
Pretty sure lots of 2D scrollers ran at 60 FPS on my Amiga. 3D games on the other hand...maybe 6 FPS (for Alien Breed 3D II, Genetic Species etc.)...
 
lol reminds me of the old days when i tried to play wing commander on a modern videocard of that era only to crash into an asteroid because my videocard and Processor was clocked so high.
 
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