Does my framer ate occasionally drop? Yes. Does it matter? No! It's Cities Skylines, not Counter Strike.
Does my framer ate occasionally drop? Yes. Does it matter? No! It's Cities Skylines, not Counter Strike.
This really frustrates me because it makes it very difficult to actually determine what games or DLCs are worth buying. If every release is reviewed "mostly negative" on steam, then the reviews don't help inform you about the quality of a game.
If you look at steam reviews, it’s even more frustrating - you’ll get negative reviews with 20, 40, even 80 hours of playtime.
The opinion of someone who only put in an hour and got bored will be shallow. At best they can complain about new user experience, but that's it. an hour isn't long enough to understand the game systems of a sufficiently deep strategy game
To disagree a bit further - 80 hours is a really long time! If it takes you 80 hours of game time to notice an issue, it's probably not a major issue and rather you've gotten bored of the game and are now hyper-sensitive to every little bit of jank or questionable design. It's like the people who will leave a negative review on a survival game with thousands of hours played - the problem isn't the game, it's that they got bored! If after two weeks of enjoying playing the game full time you don't feel like you've gotten your money's worth, you might need to lower your expectations.
Oh - I'll throw a quick exception for games that are predatory. If after 20/40/80 hours the game changes such that you need to start dropping a bunch of cash to keep progressing, that's deserving of a bad review to warn others to stay away lest they end up paying much more for the game than the sticker price indicated. Addiction machines designed to absorb as much of your income as possible like some sort of drug-dealing mosquito suck and deserve to be called out.
You watch the latest blockbuster at sub 30 fps and survive
Interactivity changes things. A lower frame rate can also make input feel less snappy, which is obviously something you don't run into in film. The frame rate in a film is constant, so there are no variations or drops as there are in rendered games. Those drops and variations can be more noticeable at lower frame rates, even if they don't affect playability in a simulation game the same way they would in a fast-paced shooter.
Films also naturally have motion blur which makes fast movement look softer and less jerky even at relatively low frame rates.
With that said, frame rates being around 30 probably shouldn't really be that big an issue in a simulation game. People who are used to faster frame rates will notice the difference -- again, games are different than film -- but it shouldn't be that big a thing.
But it's worth noting that if those are the figures people get with new high-end systems, that probably means reasonable but less high-end or slightly older systems will have to settle for even less, to a point where performance could actually be an issue.
A city building game and a first person shooter aren't the same thing either