Re: [Algorithms] FPS Questions
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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 |