RE: [Algorithms] FPS Questions
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From: Tom F. <to...@mu...> - 2000-08-01 18:12:50
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I like the theory - shame move theaters show each image twice really, otherwise it'd be a really good one. Though to be fair I see double images when movies pan (really bad flickery double images too - ugh) - so your theory still holds. "it evolved to throw rocks at rabbits running behind trees." How true. How Quake :-) Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Stephen J Baker [mailto:sj...@li...] > Sent: 01 August 2000 18:09 > To: gda...@li... > Subject: RE: [Algorithms] FPS Questions > > > On Mon, 31 Jul 2000, Graham S. Rhodes wrote: > > > I like Jason's post. It is fairly consistent with my own > observations, which > > I describe here. He may not agree with my whole discussion, though. > > This stuff is well researched and understood. > > Flight simulator people have been aware of the issue for 20 years. > > > The old "fact" that 25-30 fps is enough for animation that appears > > continuous to the human eye was discovered when viewing > movies of fairly > > slow moving objects. Slow compared to FPS games during > attack sequences, for > > example. It just happens that 60 fps or 100 fps or 25 or 30 > fps just works > > out nicely for most current games. > > There is also a BIG difference between 24Hz movies and (say) > 30Hz video. > > In a 24Hz movie, each image is only drawn once - so there are > 24 separate > still frames. > > <apologies to people who've heard me explain this many times before> > > In a 30Hz video animation on a 60Hz CRT, each image is drawn TWICE by > the CRT - so there are 60 separate still frames - with two consecutive > identical images being painted onto the phosphor between each > swapbuffer > call. > > That distinction might not seem to matter - so you'd expect > 30Hz graphics > to look better than 24Hz movies - however, they don't - and > here is why: > > Our brains evolved for tasks like watching a small furry > animal running > around in a forest - then letting us throw a rock at it and > stand a good > chance of hitting it. > > That means that when the cute bunny runs along and tree > trunks, bushes, > etc get between it and us, we have to mentally interpolate > it's position > in order to fill in the gaps in the imagery coming from our eyes. If > your brain didn't do that, you'd think that you were seeing a set of > separate disconnected events - and throwing a rock would be > impossible. > > That hardwired interpolation is what screws up our perception of 30Hz > animation on 60Hz video. > > Look at a graph of position against time for an object moving > at a constant speed - displayed using 30Hz graphics on a 60Hz video > screen: > > | > | . . > ^ | . . > | | . . > posn | . . > | . . > | . . > | . . > |____________________________ > time -> > > Linear motion - but two consecutive images at each position - right? > > Well, when your brain tries to interpolate between those still > images, it tries to make a straight line through the points, > but it can't - it's a stair-step function. > > However, one way to view this graph is as TWO parallel straight > lines. You can easily draw two parallel lines through those > points - and they fit the data perfectly. > > That's what your brain does. So you don't see ONE object moving > jerkily - you see TWO objects moving smoothly but flickering > at 30Hz. This means that all fast moving objects double-image > at 30Hz - and they flicker too. > > When the graphics are only updated at 20Hz, you get triple-imaging, > as you'd expect. But there comes a point at poor enough frame rates > at which your brain accepts that this is jerky motion and not > multiple moving objects. > > For me, that sometimes happens at 20Hz and sometimes at 15. It seems > to depend on the ambient lighting. Somewhere around that speed, I can > sometimes 'flip' my brain between seeing multiple images and jerkiness > by concentrating on that - just like you can make some > optical illusions > flip between two states by staring hard at them. > > Different people hit this effect at different speeds. One of > my co-workers > can see quadruple-images at 15Hz - I've never seen that. > > In a movie theater, each image is only painted once - so a perfect > straight line can be drawn through the points and no double-imaging > is aparrent - although the flicker is bad and the heavy motion blur > can get ugly. > > > Does anyone have any reference that states that the human > eye *cannot* > > resolve *much* better than, say, 100 fps? > > No - to the contrary. There are people who can resolve much > better than > 100Hz. If you run a CRT at 120Hz but update the graphics at 60, the > double imaging comes back. That proves that your eyes are > still seeing > a non-continuous image - even if your higher cognitive centers don't > notice it. It would be interesting to do that with 200Hz > video and 100Hz > rendering - but I don't have a CRT that'll go that fast. > > I suspect the limit would be the persistance of the phosphor > rather than > a limitation of the eye/brain. All those neurons are firing > asynchronously > so there will always be some that see the interruption to the light. > > The idea that the eye/brain somehow doesn't see the black > periods between > the redraws at over 20Hz is a fallacy. What happens is that the > interrupted image is reconstructed into smooth interpolated motion for > your higher level cognitive functions...but when (redraw rate != video > rate) your mental interpolator gets confused because it evolved to > throw rocks at rabbits running behind trees. > > Obviously humanity may sometime evolve to be able to interpolate 30Hz > images - but that presumes that people who play a lot of video games > successfully will be more likely to pass on their genes to the next > generation. The reality is probably the opposite of that! :-) > > > What happens in 5 years when we all have monitors running > at 2000 pixels > > horizontally? Large immersive displays such as CAVE's > already run at 96 > > frames per second at that resolution... What happens when > we are all using > > stereoscopic hardware all the time, so that each eye sees > have the total > > frame rate. 100fps becomes 50fps. We will then need 200fps > to match today's > > 100fps..... Food for thought. > > No - that's not true. We've run 3500x2200 pixel screens and > 60Hz still looks > just as good as it does on a 1000 pixel screen. > > 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 |