Thread: Re: [Algorithms] FPS Questions (Page 4)
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From: Jim O. <j.o...@in...> - 2000-07-31 19:33:15
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> 60fps is the ideal target. I blindly follow the masses here, but I can't help wondering why... Anything above 24-25 fps will not be noticed by the human eye, 30 fps animations look _really_ smooth. So why are we all targetting for 60 fps? Shouldn't we rather crank up the detail some more and all target 30 fps? What makes a 60 fps game more playable than a 30 fps game? Jim Offerman Innovade - designing the designer |
From: Adam W. <ad...@ar...> - 2000-07-31 19:44:07
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http://www.penstarsys.com/editor/30v60/30v60p2.htm has a reasonable discussion on the topic. adamw ----- Original Message ----- From: "Jim Offerman" <j.o...@in...> To: <gda...@li...> Sent: Monday, July 31, 2000 8:31 PM Subject: Re: [Algorithms] FPS Questions > > 60fps is the ideal target. > > I blindly follow the masses here, but I can't help wondering why... Anything > above 24-25 fps will not be noticed by the human eye, 30 fps animations look > _really_ smooth. So why are we all targetting for 60 fps? Shouldn't we > rather crank up the detail some more and all target 30 fps? What makes a 60 > fps game more playable than a 30 fps game? > > Jim Offerman > > Innovade > - designing the designer > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Adam W. <ad...@ar...> - 2000-07-31 19:48:25
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Ack, seem to have bookmarked page 2, there is a page 1 (http://www.penstarsys.com/editor/30v60/30v60p1.htm). Sorry, adamw ----- Original Message ----- From: "Adam Wright" <ad...@ar...> To: <gda...@li...> Sent: Monday, July 31, 2000 8:44 PM Subject: Re: [Algorithms] FPS Questions (60fps vs 30fps) > http://www.penstarsys.com/editor/30v60/30v60p2.htm > > has a reasonable discussion on the topic. > > adamw > > ----- Original Message ----- > From: "Jim Offerman" <j.o...@in...> > To: <gda...@li...> > Sent: Monday, July 31, 2000 8:31 PM > Subject: Re: [Algorithms] FPS Questions > > > > > 60fps is the ideal target. > > > > I blindly follow the masses here, but I can't help wondering why... > Anything > > above 24-25 fps will not be noticed by the human eye, 30 fps animations > look > > _really_ smooth. So why are we all targetting for 60 fps? Shouldn't we > > rather crank up the detail some more and all target 30 fps? What makes a > 60 > > fps game more playable than a 30 fps game? > > > > Jim Offerman > > > > Innovade > > - designing the designer > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Leigh M. <lei...@ro...> - 2000-07-31 20:06:10
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Spot the PC guy :) When your working with NTSC 30fps is a min and your next step without tearing is 60fps. You can totally feel the difference between a 60fps and a 30fps game. Also depends on the type of game your writing. What if your artist are doing some crazy animations runnning at 60Hz? Leigh McRae ----- Original Message ----- From: Jim Offerman <j.o...@in...> To: <gda...@li...> Sent: Monday, July 31, 2000 3:31 PM Subject: Re: [Algorithms] FPS Questions > > 60fps is the ideal target. > > I blindly follow the masses here, but I can't help wondering why... Anything > above 24-25 fps will not be noticed by the human eye, 30 fps animations look > _really_ smooth. So why are we all targetting for 60 fps? Shouldn't we > rather crank up the detail some more and all target 30 fps? What makes a 60 > fps game more playable than a 30 fps game? > > Jim Offerman > > Innovade > - designing the designer > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Davide P. <da...@pr...> - 2000-08-01 07:32:06
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> > 60fps is the ideal target. > > I blindly follow the masses here, but I can't help wondering why... Anything > above 24-25 fps will not be noticed by the human eye, 30 fps animations look > _really_ smooth. So why are we all targetting for 60 fps? Shouldn't we Because at 60fps there are 60 rendered images in one second, more animation frames, so more global quality, more detail, less missing particular between one frame and another. Imagine you have an high speed movement, at 30 fps you can get only 30 images for that movement in that second, with 60fps you have 60 images, so more detail, with 200fps or hz you have an incredible detailed rendered sequence... So more fps better interpolation better detail, in theory there's no a maximum... Davide Pirola www.prograph.it www.protonic.net |
From: Stephen J B. <sj...@li...> - 2000-08-01 14:04:29
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On Mon, 31 Jul 2000, Jim Offerman wrote: > > 60fps is the ideal target. > > I blindly follow the masses here, but I can't help wondering why... Anything > above 24-25 fps will not be noticed by the human eye, 30 fps animations look > _really_ smooth. AAAAARRRRRGGGGGHHHHHH!!!!! 30Hz (on a 60Hz monitor) looks *terrible* compared to 60Hz. Whenever anything moves quickly in the scene, you get double imaging! Yuk! Try this: while ( 1 ) { Clear screen to black ; Draw (say) a 10x10 pixel white square at coordinate (x, 100) ; x += 15 pixels ; if ( x > screen_width ) x = 0 ; swapbuffers delay for a while } Set your card up to swapbuffers on a vertical retrace, then adjust the delay to run this at 60Hz and again at 30Hz. (or at 72Hz and 36Hz if you have a 72Hz monitor). Now imagine you are trying to shoot at the white square. At 30Hz you are seeing double. If you see double at 60Hz, you probably still have a hangover from last night - the effects are pretty similar. 20Hz is even worse because you get TRIPLE-imaging - although a few people see only a very jerky image - it depends on the individual. At 24Hz, you are going to see that horizontal tear moving rapidly up and down the screen whenever the eye is in motion because you can't possibly be locked to the vertical retrace as you should be at reasonable frame rates. Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Mats L. <ma...@al...> - 2000-07-31 20:27:11
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Ever played Classic Quake with 30 fps? I have, and you really Feel the difference between 30 and 60 fps, or 30 and 100 fps...It's so much smooother... You also have to remember that fps-number is just the __Average__ number of frames. There's alot more work involved in rendering when you see a whole room with furniture, plants etc. than just a single wall. So if you're average is 30 fps, you get 30+ when see a wall and 30- when you see a more complex scene. (Hope ye get the idea...I'm no good story teller...) >> 60fps is the ideal target. > >I blindly follow the masses here, but I can't help wondering why... Anything >above 24-25 fps will not be noticed by the human eye, 30 fps animations look >_really_ smooth. So why are we all targetting for 60 fps? Shouldn't we >rather crank up the detail some more and all target 30 fps? What makes a 60 >fps game more playable than a 30 fps game? > >Jim Offerman > >Innovade >- designing the designer > > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Ales M. <ja...@sl...> - 2000-08-01 00:34:18
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Yeah, but still, I think that the 60 fps is ideal becouse of developers working the game on the the best available computer and stuff, so that means that It should work at 20-30 fps on a normal-gamers computer anyway. Quake didn't work at 60 fps when they released it, but it did a ~year after. So thinking in how much Fps do you want wont bring you nowhere. It didn't bring Me nowhere when I was thinking too much about it anyway. > Ever played Classic Quake with 30 fps? I have, and you really Feel the > difference between 30 and 60 fps, or 30 and 100 fps...It's so much > smooother... > You also have to remember that fps-number is just the __Average__ number of > frames. There's alot more work involved in rendering when you see a whole > room with furniture, plants etc. than just a single wall. So if you're > average is 30 fps, you get 30+ when see a wall and 30- when you see a more > complex scene. (Hope ye get the idea...I'm no good story teller...) > > >> 60fps is the ideal target. > > > >I blindly follow the masses here, but I can't help wondering why... Anything > >above 24-25 fps will not be noticed by the human eye, 30 fps animations look > >_really_ smooth. So why are we all targetting for 60 fps? Shouldn't we > >rather crank up the detail some more and all target 30 fps? What makes a 60 > >fps game more playable than a 30 fps game? > > > >Jim Offerman > > > >Innovade > >- designing the designer > > > > > >_______________________________________________ > >GDAlgorithms-list mailing list > >GDA...@li... > >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |