My guess is that it's not only less processor intensive, but also allows for compatibility with PAL/NTSC regions.
While you could set the FPS Limit to 50fps and still have compatibility, 30fps is a sort of "standard".
By the way, while consoles did run at 60fps, some games ran at different frame rates. (Sonic Adventure ran at 30fps, but was bumped up to 60fps in Sonic Adventure DX)
Except having game slow down from 60 to 30fps is more bearable than having it slow down from 30 to 15fps as it is case now when game is too resource-intensive in Pico.
Though I think it's too late for that as I bet much of timing code in released game just counts frames and increases timer when it is more than 30. No need of delta timing, when platform you're releasing for have more or less constant framerate.
but it's in alpha state, and it's clear that it can change big things and broke old games until it reaches release state.
we must understand that when making a game in pico8 alpha.
zep can TRY not to do that, but if it is to make a better release version, it must be done.
The previous thread doesn't seem to conclude with anything and neither does this. I absolutely think Pico-8 needs 60 fps for smooth fast action, and to stay true to its retro heritage. The suggestion to have a parameter for controlling the framerate sounds really good in my ears.
There probably isn't a very good answer to "why not 60?" But I don't think there is a good answer to "why more than 30?" as well. Zep simply chose his favorite set of limitations. Would 60 fps make the system more fun to work with or play? I don't know. Fps fixed at 30 definitely limits what you can do, but that is part of P8 philosophy. If you have a game idea that requires 60 fps to be playable (things are too fast on screen or whatever) then you have to go around that problem and redesign your game to accommodate. Just like we do with the number of colors, pixels, memory etc.
Above all, someone correct me if I'm wrong, I don't think the main point of P8 is being retro. It's about being simple and limited, which undoubtedly will remind us of retro systems in lots of ways.
Edit: I do believe having a fixed fps makes it simpler to work with, and that's a good thing here. You don't have to think about time passed since last frame when coding.
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