RE: [Algorithms] FPS Questions
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From: <sro...@te...> - 2000-07-31 20:58:34
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your right, just with quake3 go in front of a mirror you will see your fps like drop (1024x768x32) from 90 to 60 and just turn see the wall and the fps go 90 fps so getting the more fps as you can can only help your performance Corrosif, "Ignore demands from the marketing department to release premature shots. These people are for the most part clueless, and are only trying to justify their job." George Broussard, President of 3DRealms. -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Mats Lundberg Sent: Monday, July 31, 2000 4:24 PM To: gda...@li... Subject: Re: [Algorithms] FPS Questions 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 |