The decision between NTSC/PAL or TSC/RTC like any decision in software comes down to how much extra work it will require vs. what the benefits will offer.
PC gamers want to play around with settings and be able to run at high or low framerates if they choose. Console gamers don't care. And since it's easier to keep the game logic and display logic linked console devs take the easy way out. If we didn't care as PC gamers they would take the easy way with us too. They don't care what the hardware platform is, they just care about what their consumers want/expect.
(07-27-2012, 08:25 AM)NaturalViolence Wrote: [ -> ]If we didn't care as PC gamers they would take the easy way with us too. They don't care what the hardware platform is, they just care about what their consumers want/expect.
No,because if pc gamers didnt care,games would still run too fast/too slow even if there weren't any settings to play with,because pc hardware is different,and its imposible to code a game for that kind of platform where game logic would depend on fps.
Its only posible when you know your game will run at exactly same hardware,option which only consoles provide
*points to all of the pc games that used to work that way that nobody complained about (a.k.a. nearly every game made until the late 90s/new millennium)*
(07-27-2012, 08:37 AM)rpglord Wrote: [ -> ] (07-27-2012, 08:25 AM)NaturalViolence Wrote: [ -> ]If we didn't care as PC gamers they would take the easy way with us too. They don't care what the hardware platform is, they just care about what their consumers want/expect.
No,because if pc gamers didnt care,games would still run too fast/too slow even if there weren't any settings to play with,because pc hardware is different,and its imposible to code a game for that kind of platform where game logic would depend on fps.
Alright, I read this thing 3 times over and I don't even think YOU know what you just said...
He knows what he said, and it does make perfect sense. I just think he's looking at it from the wrong perspective. Settings can be used to control how demanding the game is if the hardware performance varies (as is the case with PC gaming). However if you use fixed timing with linked game/display logic then you're capped at a specific framerate, which annoys the consumer.
I'm still surprised that modern console games still don't have the option to play around with settings/framerate. At least give the consumer the option to choose between higher image quality capped at 30 fps or lower image quality capped at 60fps. But that's just it, console gamers don't care about that, so why should the developer care about doing more work to implement it?
(07-27-2012, 08:40 AM)animator776 Wrote: [ -> ] (07-27-2012, 08:37 AM)rpglord Wrote: [ -> ] (07-27-2012, 08:25 AM)NaturalViolence Wrote: [ -> ]If we didn't care as PC gamers they would take the easy way with us too. They don't care what the hardware platform is, they just care about what their consumers want/expect.
No,because if pc gamers didnt care,games would still run too fast/too slow even if there weren't any settings to play with,because pc hardware is different,and its imposible to code a game for that kind of platform where game logic would depend on fps.
Alright, I read this thing 3 times over and I don't even think YOU know what you just said...
Simply put,games coded for consoles will run faster then what is considered normal if they run at more fps then they were meant to be run at.
Pc games dont have this "problem".
Its imposible to code pc games this way because they would run too fast on powerful high end systems.
Is this easy enough to understand ?
(07-27-2012, 08:46 AM)rpglord Wrote: [ -> ] (07-27-2012, 08:40 AM)animator776 Wrote: [ -> ] (07-27-2012, 08:37 AM)rpglord Wrote: [ -> ] (07-27-2012, 08:25 AM)NaturalViolence Wrote: [ -> ]If we didn't care as PC gamers they would take the easy way with us too. They don't care what the hardware platform is, they just care about what their consumers want/expect.
No,because if pc gamers didnt care,games would still run too fast/too slow even if there weren't any settings to play with,because pc hardware is different,and its imposible to code a game for that kind of platform where game logic would depend on fps.
Alright, I read this thing 3 times over and I don't even think YOU know what you just said...
Simply put,games coded for consoles will run faster then what is considered normal if they run at more fps then they were meant to be run at.
Pc games dont have this "problem".
Its imposible to code pc games this way because they would run too fast on powerful high end systems.
Is this easy enough to understand ? 
Yes, thank you! I'm newish to PC tech. I know a lot but the fine details are blurry.

(07-27-2012, 08:43 AM)NaturalViolence Wrote: [ -> ]He knows what he said, and it does make perfect sense. I just think he's looking at it from the wrong perspective. Settings can be used to control how demanding the game is if the hardware performance varies (as is the case with PC gaming). However if you use fixed timing with linked game/display logic then you're capped at a specific framerate, which annoys the consumer.
Yeah,when I think about it,problem wouldn't even be games running too fast ( there is always a way to limit fps for example vsync ) problem would be games running too slow. If for example games would be made to run at 60 fps,thats too high for low end or even middle range pc ( depending on the game )
People can run games just fine even on max details on for example 30 fps, ( lot of people are happy with this speed ) but if games were made to run at 60 fps they would run at only half speed when in 30 fps..
What would happen when even on low settings system cant deliver 60 fps ?
So you can see how this could be a problem
This is my point in a nutshell:
Quote:I'm still surprised that modern console games still don't have the option to play around with settings/framerate. At least give the consumer the option to choose between higher image quality capped at 30 fps or lower image quality capped at 60fps. But that's just it, console gamers don't care about that, so why should the developer care about doing more work to implement it?