Why is elden ring capped at 60fps

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Last updated: April 8, 2026

Quick Answer: Elden Ring is capped at 60fps primarily due to technical limitations in its game engine and design choices by developer FromSoftware. The game uses a modified version of the proprietary engine that powered Dark Souls 3 and Sekiro: Shadows Die Twice, which was originally designed around 60fps physics and animation systems. FromSoftware prioritized stable performance across all platforms (PC, PlayStation, Xbox) over higher frame rates, as uncapping fps could cause physics glitches, animation timing issues, and inconsistent gameplay. While mods exist to remove the cap on PC, the official version remains at 60fps to ensure uniform experience and prevent game-breaking bugs.

Key Facts

Overview

Elden Ring, released on February 25, 2022 by FromSoftware and Bandai Namco Entertainment, represents the culmination of the studio's action RPG design philosophy established through the Dark Souls series. The game's technical foundation builds upon the proprietary engine that powered Dark Souls 3 (2016) and Sekiro: Shadows Die Twice (2019), which was originally architected around 60 frames per second as a performance target. This engine choice reflects FromSoftware's development priorities: creating intricate combat systems with precise timing requirements, complex enemy AI behaviors, and interconnected world design rather than pushing graphical fidelity or high refresh rates. The 60fps cap became particularly noticeable as PC gaming hardware advanced significantly between Dark Souls 3's release and Elden Ring's development, with many modern gaming monitors supporting 120Hz, 144Hz, or even 240Hz refresh rates. Despite player requests for higher frame rate options, FromSoftware maintained the 60fps limitation to ensure the game's physics systems, animation timing, and gameplay mechanics functioned identically across all nine supported platforms including last-generation consoles like PlayStation 4 and Xbox One.

How It Works

The technical implementation of Elden Ring's frame rate limitation stems from how the game engine ties physics calculations and animation systems directly to the frame rate. In many modern game engines, physics simulations run independently of rendering using fixed time steps, but FromSoftware's engine uses a frame-dependent approach where physics updates occur each frame. At 60fps, this means physics calculations happen approximately every 16.67 milliseconds, with character movements, collision detection, and environmental interactions all synchronized to this timing. When frame rates exceed this threshold, the engine can experience "physics drift" where objects move faster than intended, collision detection becomes unreliable, and animation timing becomes desynchronized from gameplay logic. This manifests as game-breaking bugs like falling through the world, enemies becoming invincible, or attack animations completing before hit detection occurs. The engine also uses frame counting for certain gameplay systems like status effect buildup and invincibility frames during dodges, making consistent frame rates essential for balanced gameplay. While some games implement dynamic time scaling to accommodate variable frame rates, Elden Ring's complex interlocking systems made this approach technically challenging within FromSoftware's development timeline and resource constraints.

Why It Matters

The 60fps cap in Elden Ring matters because it represents a fundamental design philosophy trade-off that affects millions of players worldwide. For the game's estimated 20 million players as of 2023, this limitation ensures consistent gameplay experience whether playing on a high-end PC or last-generation console, maintaining the precise combat timing that defines FromSoftware's games. In practical terms, the cap prevents technical issues that could undermine the game's carefully balanced difficulty and fairness - crucial elements in a title where split-second reactions determine success or failure. The decision also reflects broader industry conversations about performance versus consistency, especially as games increasingly target multiple hardware generations simultaneously. While PC players with capable hardware might desire higher frame rates for smoother visuals, the cap guarantees that no player gains mechanical advantages from better hardware, preserving the game's intended challenge level. This approach has influenced how other developers approach multi-platform releases, demonstrating that sometimes technical limitations serve deliberate design goals rather than representing mere oversight or hardware constraints.

Sources

  1. Elden RingCC-BY-SA-4.0
  2. FromSoftwareCC-BY-SA-4.0

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