Are jarring 30<->60 fps transitions really still an issue? The last game I played that I can remember not supporting triple buffering was FEAR back in 2005 and I play a LOT of games. There are probably a few others that aren't graphically intensive enough to ever drop below 60 fps even on moderate hardware.Ahigh wrote:You maximum framerate in any racing game should be the framerate that you can hit 99.9% of the time. And when you do miss framerate, that is when you want to do something like "Adaptive Sync." Going from 60fps to 30fps and back to 60fps is a horrible experience. G-Sync solves this and so does Adaptive Sync to a lesser extent. But locking at 30Hz for a driving game where you can basically drive anywhere is not a surprising solution to a very difficult problem.
I'm 99% sure that they locked the framerate at 30 is for simulation consistency rather than visual smoothness, hence why the game's simulation speed is tied to the framerate. A predictable constant framerate is much easier to manage from physics simulation standpoint than a variable framerate. Since the console versions would not be able to maintain 60 fps at all times, 30 fps is the next choice.
That said, there is a partial solution for this game. You increase the framerate cap and the simulation framerate, but the game speed will still change if the framerate ever deviates from that value. See PC Gaming Wiki.