iss_pc
inFAMOUS Second Son(PS4,CUSA00223)的原生 PC 移植(Linux/Windows),開發中,可玩;運行你自己的遊戲轉儲;不包含遊戲或韌體檔案。動作感應器模擬。| 原生移植 p
AI 翻譯
尚未偵測到更新。GitHub 發布版本後會顯示在這裡。
Which console games run at 60 FPS, and which patches got them there.
翻譯準備中
正在載入完整 README。
檢視完整 README ↗Frame rate performance verification for console libraries — search a game, get a straight answer about whether it runs at 30, 40, 60 or 120 FPS on your console.
radix-nova preset, Radix primitives)next-themes for light/dark, Outfit for type, sonner for toastspnpm install
pnpm dev
IGDB is the canonical game database and the join key everywhere is the IGDB game id. Every other source only enriches an existing IGDB record — no adapter may introduce a game IGDB does not have.
| Source | Supplies | Auth |
|---|---|---|
| IGDB | title, cover, screenshots, trailer, companies, genres, ESRB, critic score, popularity, per-platform release dates, alternative names, similar games, storefront ids | Twitch client id/secret |
Xbox (displaycatalog.mp.microsoft.com) | price, sale price, download size, editions, Series X|S / One compatibility, 4K/HDR/VRR capabilities | none |
Game Pass (catalog.gamepass.com) | console / PC / EA Play availability | none |
Nintendo (store page + api.ec.nintendo.com) | price, sale price, NSUID, rom size, Switch vs Switch 2, compatibility note, editions | none |
| PlayStation (storefront payload + store GraphQL) | price, sale price, PS Plus Game Catalog membership, editions, product id, concept id, store URL | none |
Steam (appdetails) | price, sale price, discount percent | none |
Crawlora (api.crawlora.net) | PS4/PS5 split, editions, PlayStation price fallback | API key |
| HowLongToBeat | main / main+extra / completionist times | none |
| PROSPEROPatches | PS5 patch versions and dates, per title id | none |
| ORBISPatches | PS4 patch versions, dates, and short changelogs | none |
| Firecrawl | web discovery: searches and scrapes in one call, returning pages as markdown | API key |
| OpenRouter | the extractor model that turns those pages into structured, quoted figures | API key |
| FramePatch | the frame rate record itself — per console model, modes, patches, evidence | — |
Download sizes come from the storefronts, never from us — the previously hand-entered
fileSizeGb values were sample data and have been removed.
FramePatch's own record stays the source of truth for everything frame-rate related: FPS
targets per console model, quality/performance modes, patch version and date, performance
notes and the URLs each figure was read from. It is assembled by pnpm enrich — see
How a frame rate gets verified below — and hand-written entries always outrank it.
Coverage from the last sync, across the 822 titles in the cache: Xbox 533, Game Pass 122, Nintendo 460, PlayStation 652, Steam 651, HowLongToBeat 0. 524 of those titles have a sourced frame rate and are the ones the site ships — see What the site ships below.
Patch detection resolves a PlayStation title id for 598 of them and finds a patch history for 534 — 303 on PROSPEROPatches, 231 on ORBISPatches — of which 173 shipped an update in 2026 and 223 carry changelog text the trackers expose for free.
Verification currently stands at 524 verified titles / 817 console-model rows: 38 established by an official source, 184 by independent measurement, 302 by press. It has found 34 patches that changed a frame rate, including Assassin's Creed Unity's 1.6 update, sourced to Ubisoft's own page.
163 of those titles were researched by hand rather than by the worker: first a pass over every title the pipeline had left undocumented, then a second pass that seeded ~60 new titles chosen because their console modes are documented in public sources — Spider-Man, Demon's Souls, the Resident Evil remakes, the Nintendo first-party remasters, Metal Gear Solid Delta and the rest. The popular end of the catalogue is where published figures actually exist, so that is where hand research pays.
The 292 cached titles that came back with nothing established are held out of the shipped
catalogue rather than published as empty pages. They stay in data/ so a later pass can bring
them back, but obscure games genuinely have no published frame rate figures, and inventing one
is the failure this pipeline exists to avoid. A hand pass does not change that: a Switch puzzle
game whose developer never stated a frame rate and that no outlet measured has no answer to
find.
Platform availability is a merge, not a copy. IGDB's platform list misses consoles a
storefront confirms — 42 titles are sold on Series X|S with IGDB listing only Xbox One —
so where a platform's own catalogue names a console, it wins. Xbox contributes through
XboxConsoleGenCompatible, Nintendo through its platforms field, and PlayStation through
Crawlora's platforms.
playstationStore talks to the store's own GraphQL endpoint: free, refreshed every run,
and the only source for PS Plus Game Catalog membership — but it needs persisted-query
hashes that rotate on every store deploy, and it exposes no PS4/PS5 split.
crawlora is a managed scraping API that needs no hashes and returns platforms
outright, which closes the last gap in platform availability. It is metered, so it is used
sparingly: platforms and editions barely change, so they are cached for 30 days while the
free GraphQL pass keeps prices current. Crawlora's price is kept as the fallback for when
the hashes go stale.
Observed limits on this plan: 2 credits per call, 500/day, 2000 total, ~5 calls a
minute — so a full PlayStation pass is ~320 credits and takes about half an hour. That
pacing is deliberate; do not lower GAP_MS in the adapter.
Two alternatives were tested and rejected:
以上為 README 的開頭部分。其餘內容請閱讀原文。 檢視完整 README ↗