Re: [Algorithms] FPS Questions
Brought to you by:
vexxed72
From: jason w. <jas...@po...> - 2000-07-31 23:39:54
|
> > Incidentally, 24fps panning at the cinema does EVIL things to my eyes - > can > > no-one else see it? It's really really awful and stuttery and blurry and > yuk > > - ruins a good movie. Roll on digital projection.... > > Oh yeah. It's a mess. Best when your sitting really close to the screen - > enough to make you puke :). Yeah.. usually what's happening there is that they're shooting with way to fast a film.. so they shorted the exposure window to a small portion of the 24sec period, or they drop frames if the camera was rollign at a higher framerate. Some movies use this as an intentional effect.. I think the first (biggest) was saving private ryan.. it has a nice effect of eliminating all motion blur. in many ways, this is the same perceptual problem current games have.. lack of motion blur ruins the sensation of continous motion.. I _do_ think that rendering at 30fps with *good* motion blur may feel as "nice" or "nicer" than rendering at 60 fps without it.. but motion blur is such a fill burn we'll have to wait a cycle or 2 before truely exploiting it (sorry... the 4 way sampling 3dfx is pushing doesn't cut it, at least for me, but it is a step in the right way). I've been thinking about splat based rendering a lot lately.. one of the advantages is you could hack in motion blur like this fairly easily, and the fill rate overhead is proportional to the amount of moving splats and the severity of their movement, not constant accross the entire frame. ohh.. btw, most cinema projectors actually flash each frame twice before advancing to the next. they only started doing this as theaters started getting larger and larger screens.. as the screen starts to dominate more and more of the viewers fov, the viewer becomes more and more sensitive to flashing, aliasing and so on. good to keep in mind when the norm right now is a gamer sitting 2" away from a 19" monitor :) |