Re: [Algorithms] FPS Questions
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From: Doug C. <dc...@d-...> - 2000-07-31 21:14:59
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Well Im am what you might call a big quake player and the extra FPS really helps when trying to dodge projectiles and predict where to aim projectiles. Its hard to explain why it helps exactly but there is something about the visual fluidity and natural human aiming instincts I suspect. Thats probably why most quake players use USB mice for their smoother mouse response. Most of the quake players I know ( at work and on the net ) like to get at least 100fps and many like 120 or above. They turn all their settings down *really* low so quake3 looks worse than quake1 to achieve this rate. Im lucky since I have a fast machine with a GF2 board which allows me to pretty much leave it cranked and still get over 100fps. I dont think 100fps is a reasonable requirement for most games, especially single player ones - I think that for a single player FPS, racing game or 3PS, 30fps is adequate for fun gameplay, but 60 is always worth shooting for. Doug Chism ----- Original Message ----- From: "Tom Forsyth" <to...@mu...> To: <gda...@li...> Sent: Monday, July 31, 2000 4:01 PM Subject: RE: [Algorithms] FPS Questions > Lower latency - that's what FPS players from higher fps (excuse the pun). > They also say that you can spin faster and not have any gaps in your visual > coverage of a room. I'll have to trust them on that - I have no problems > scanning a room quickly on my fairly average setup, which is probably going > at around 25-30Hz. If you spin too fast, your optical shutters kick in (I > used to know what they were called - anyone? - they stop you getting > confused by rapid head movements). > > But I'm sure 99% of the effect is just lower latency. > > Tom Forsyth - Muckyfoot bloke. > Whizzing and pasting and pooting through the day. > > > -----Original Message----- > > From: Jim Offerman [mailto:j.o...@in...] > > Sent: 31 July 2000 20:31 > > To: gda...@li... > > 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 > |