Grandia II Anniversary Edition Is Locked At 30FPS

The Anniversary Edition of Grandia II has just been released and unfortunately, this remastered edition is locked at 30fps. Our guess is that this is due to the original Dreamcast version that is also running at 30fps. The funny thing here is that Grandia II runs with 60fps via the NullDC Dreamcast emulator.

It remains a mystery whether this will be fixed via a future update. For now, you’ve been warned that Grandia II Anniversary Edition is locked at 30fps, and that’s a shame.

For what is worth, the Anniversary Edition of Grandia II comes with a number of visual upgrades such as new shadow, lighting, resolution, anti-aliasing and many other graphic improvements, new Japanese voice acting, a new difficulty level, and controller support.

36 thoughts on “Grandia II Anniversary Edition Is Locked At 30FPS”

    1. Yes lol… The DC version and the PC original versions were 30 fps… I don’t understand these people complaining omg

      The DC version is 60fps after you apply a fan made patch…

        1. It’s like complaining that gameboy games are not “in 32 bit color” in wii virtual console :p These people really make me laugh… no they make me cry

  1. The game is ancient history I really don’t care if it 60 fps or not. But if new games have a 30 fps lock, shout from the moutain to everyone know about it.

  2. Do you even need more than 30fps in a game like this? When I played it on dreamcast years ago I didnt think “omg this game is automatically unplayble and a terrible rpg because only 30fps!!!1” like some entitled pc gamers think nowadays. emulate it at 60fps if such a thing matters.

    1. Am I an “entitled PC gamer” because I want games on 60FPS?. What are you then? A conformist?

    2. wanting a better fps is not entitlement. there is no reason for any game to be capped at 30fps or any fps. that being said, i don’t have problem with this game or some other games being capped at 30.

      1. there is actually some reasons for games to be capped.

        even Durante admitted this last year when he posted that big open letter to devs regarding addressing the resolution and fps situation in games. one of the things he mentioned was old game engines and how sometimes they’re just too much work to make run in 60fps.

        1. well they are tons 60fps old games with their old engines, also too much workd =/= reason, it’s pure lazyness.

          1. of course there are… tho from that statement it is clear you don’t really know what you’re talking about.

            pure laziness or not… i wouldn’t worry about it too much… give it a few days and some fan will patch the 30fps lock.

            i’m more bothered about them lazy textures… that’s why i’m not going to purchase the game.

          2. i already have. if you wanted to learn more you would have Googled Durante and his open letter.

            ignorance prevails once again tho i see.

          3. Those 60fps-locked games still suffer from the same issue as the 30fps ones though: They tie logic to framerate. It just so happens the cap is higher so less people complain.

            Though it should be noted that we don’t know for a fact if Grandia II’s logic is tied to fps, or if the cap is simply an oversight.

            The reason many console RPGs are fps locked to 30 rather than 60 is often a case of performance overhead, or in the case of Grandia II, the dev deciding it really wasn’t worth the effort to get the game running at 60 as no one really cared (note that Grandia II looked pretty basic even for a DC game).

            Case in point: When Grandia II came out I don’t remember a single person talking about the framerate at all.

  3. …..This is kinda a let down since the game on my Dreamcast when I had it at launch ran at 60fps. And if I remember right many people who reviewed the game for Dreamcast made a big deal about it being 60 fps since for consoles that was pretty unheard of at the time.

    So for this version to have some what updated visuals yet be locked at 30fps on PC it just don’t make any sense. I mean Sega did a pretty great job on Valkyria Chronicles for PC so why can’t they show the same love with Grandia II?

    1. No and no. The DC version is 30 fps, only 60 after a patch with an emulator… On original hardware it was 30 fps. And btw it’s not Sega, it’s gungho online.

    2. 60FPS (50 if you lived in PAL regions) was actually the standard for consoles up until full 3D games started coming out. Consoles back then could perform at 60FPS unless the developers chose to make their game run at 30 so they could have more complex graphics.

        1. Yes they are. Go capture footage of scrolling backgrounds or sprites in motion and go over it frame by frame if you really can’t tell.

  4. yeah it’s a real let down. It would be like if MS had KI 1/2 original arcade games ported too PC and they locked the fps at 30 when the original fps was 60… Just odd really.

    But hey Top Seller on Steam is Metal Gear Phantom Pain

          1. yeah it did. What you think console games did not run at 60 fps… Get rekt dude even games like Killer instinct 2 ran 60 fps on N64.

            Oh and guess what Kill instinct 1 ran at 60 fps on snes…

  5. Don’t think an FPS lock matters for a game like this. The original PC release was 30FPS and I never noticed it.

    1. This time it’s understandable since this is a 15 year old game. But for new games that are released with a 30 fps lock then that’s the real shame.

  6. I’d imagine the biggest culprit would be those movie files used for spell animations being played back at a fixed framerate. If that’s the case couldn’t someone get around this by recompiling those movie files with interpolated frames to create spell animations that have 60fps-compatible timing? The only thing that would be needed then is to change the rest of the game to 60.

    This is my uneducated opinion as I’ve not read enough into the background of Grandia II and the merits/demerits of how the game works with the 60fps hack in emulation. I’m sure the emulated version has some bugs, but those bugs could be attributable to general emulation shortcomings rather than removing the fps cap. Hard to say without more information.

Leave a Reply

Your email address will not be published. Required fields are marked *