Arkane games often implement an FPS limit to ensure consistent gameplay across various hardware configurations and to prevent physics engine issues tied to higher frame rates.
Ever wondered why do arkane games have an fps limit? It’s a common question among players, especially those with high-end PCs capable of pushing frame rates way beyond the set cap. Many players notice this, which makes them curious.
It’s not about hindering performance, but rather a deliberate design choice. Arkane employs specific game mechanics and physics systems that work best at a defined frame rate range. This helps maintain balance and avoid strange glitches.
Why Do Arkane Games Have an FPS Limit?
Have you ever played an Arkane Studios game like Dishonored, Prey, or Deathloop and wondered why the frame rate seems capped? It’s a common question among gamers, especially those with powerful PCs that can easily push out higher frame rates. The truth is, there’s not just one simple answer, but rather a mix of technical reasons and design choices that lead Arkane to implement an FPS limit in their games. Let’s dive into the various factors contributing to this decision.
Understanding Frame Rate Limits
Before we get into the specifics of Arkane’s games, let’s quickly discuss what an FPS limit, or frame rate limit, actually is. Frame rate is the number of frames your computer renders per second, measured in frames per second (FPS). A higher FPS generally means smoother gameplay. A frame rate limit essentially puts a ceiling on how high your FPS can go, even if your hardware could technically handle more. So, why would a game developer intentionally limit FPS?
The Basics of Game Engines
Game engines, like the ones Arkane uses, are complex pieces of software that handle all the behind-the-scenes work to bring the game world to life. These engines often rely on timing and certain calculations that are tied to the frame rate. Sometimes, if the frame rate becomes too high, these calculations can break down, leading to strange bugs, glitches, or even game crashes. Limiting the FPS can help ensure the game operates as intended, and that everyone has the same experience across multiple systems. This is why many older games run poorly if you try to get a frame rate past what they were intended to run at.
Arkane’s Specific Approach to Game Development
Arkane has a very specific approach to creating their games, focusing on detailed environments, complex game mechanics, and intricate AI systems. These elements, which make Arkane games so unique and immersive, can put extra strain on the game engine. A higher frame rate can, sometimes, push the game engine beyond its limits, creating a more unstable gaming experience, rather than a smooth one. Thus, the frame rate limit in their titles can be seen as a way to prioritize stability and maintain a smooth and consistent experience for most players.
Physics and Game Logic Tied to Frame Rate
One of the biggest reasons you’ll often see a frame rate limit, especially in games like Dishonored, is the way physics and game logic are tied to the frame rate. In some games, actions like jumping, running, or even enemy AI behavior are directly calculated based on how many frames are rendered per second. This method, while perhaps not the most ideal, is how the game was coded to operate. So, if the FPS increases too much, the game might run too fast, or have a lot of physics bugs. For example, you might jump farther than you are supposed to, or enemies might act erratically, due to the calculations being sped up beyond their intended speed.
The Havok Physics Engine
Many Arkane games use the Havok physics engine. This tool helps to make everything in the game world interact in a believable way. Items drop and move realistically, and characters are impacted by environmental forces. This can cause problems if your game is moving too fast. If your frame rate is very high, the Havok engine might not be able to keep up, resulting in unexpected behavior in how objects and characters interact in the game world. The frame rate limit, therefore, can provide a more reliable and stable experience with the physics in the game.
Design Choices and Intended Experience
Beyond the technical reasons, there are also design reasons behind the frame rate limits. Arkane games are designed to be played at a certain pace. Their focus on player choice, exploration, and thoughtful gameplay isn’t always best served by super-high frame rates. Games with a very high frame rate can sometimes feel less deliberate, whereas a frame rate that is locked to the intended experience that the game was designed for can make the experience more enjoyable. The consistent feeling, that comes with a capped frame rate, means that all players are on a level playing field, and ensures a similar experience, regardless of their computer. The design of certain puzzles and gameplay elements might also be impacted by a higher frame rate, that developers never designed for.
The Importance of Consistency
A frame rate cap ensures consistency across different gaming setups. Without a cap, players with very high-end machines could experience the game differently from those with more modest setups. By capping the frame rate, Arkane makes sure that everyone is experiencing the game as they intended, ensuring that bugs or unintended game mechanics don’t occur for the users. This consistency helps the developers to more reliably test the game and have a smoother and better user experience for everyone.
The Case of Specific Arkane Titles
While the explanations above are broadly applicable, let’s look at a few specific examples of Arkane games to see how these principles apply in practice:
Dishonored Series
The Dishonored series, known for its intricate level design and stealth mechanics, has often had a frame rate limit. These games use a physics engine to manage object interactions and character movements, with the game logic often linked to the frame rate. Allowing for uncapped frame rates could result in unexpected behavior with character movement, and environmental physics. A frame rate limit ensures stability and a more predictable gameplay experience in these intricately designed levels.
Prey (2017)
Prey also follows the pattern with the physics being linked with the game’s logic. The game’s atmosphere, complex enemies, and unique gameplay mechanics all contribute to an experience that benefits from a stable frame rate. By limiting FPS, Arkane ensures that the game runs smoothly and that there are as few bugs as possible, when players interact with game’s mechanics. The consistent experience is also important for a game that encourages exploration and experimentation.
Deathloop
Deathloop shows a different approach, even though it is still made by Arkane, it has more flexibility with frame rates. This game still needs stable performance, but also allows for players on PCs to run it at high frame rates, if their system allows for it. It shows a change in philosophy at Arkane, where they have found ways to design their games to accommodate higher frame rates, while still keeping the experience stable. But, even with Deathloop, the engine requires some limits to ensure game stability.
Technical Challenges and Limitations
Game development is a tough process, and the decision of whether to limit a frame rate also comes with its own technical challenges and limitations. For example, older game engines often have a very hard time with very high frame rates, or even with uncapped frame rates, as they were not designed with this in mind. These older game engines might require a significant amount of work to properly handle a high or uncapped frame rate, without causing major stability issues.
Optimization and Resource Management
Game developers always have to balance visual fidelity with the performance. The more detailed your game is, the harder it is to run on weaker machines. That means that many games, including Arkane games, have to be well optimized to run on a range of devices. Capping the frame rate can be an essential part of this optimization process. By targeting a specific frame rate range, developers can better allocate resources and ensure the game runs efficiently, without causing issues for the user. This might be why the frame rate is capped. A game developer would rather ensure the game is smooth and playable on most devices, than worry about very high framerates.
Future Considerations and Trends
As technology moves forward, and as consoles and PCs get more powerful, we are seeing more games that can accommodate higher frame rates, or even offer uncapped frame rate options. Even if they are using their same game engine from previous games. Arkane is also seemingly adapting to this trend, as their recent titles, such as Deathloop, are able to run with a higher range of frame rates than before. This suggests a continuing move toward more options for players in future Arkane titles, especially as technology catches up with their design requirements, and their engine evolves.
In conclusion, the FPS limits in Arkane games stem from a mix of technical choices, game design considerations, and a commitment to consistency. While it might be frustrating for some players who want to push their systems to the limit, these limits play a role in maintaining stability and delivering an intended experience that Arkane games are known for. As game engines and hardware evolve, we can expect to see a more flexibility in frame rate options, but it’s important to recognize that these limits are often put in place for the benefit of everyone’s experience.
Deathloop is Going to End Arkane Studios
Final Thoughts
Arkane games often implement an FPS cap to ensure consistent performance across different systems. This decision likely minimizes potential graphical glitches and gameplay hitches by maintaining a predictable workload. Game design choices and engine limitations may also contribute.
The specific reasons vary depending on the game and the platform. Ultimately, developers prioritize a stable, playable experience. So, why do arkane games have an fps limit? It is a balance between visuals and ensuring a good framerate.



