Debunking The Need For 200FPS
Digital_Fusion writes: "If you follow the gaming sites at all you will hear about people that have tweaked their gaming rigs to give 200fps in games like Quake3. Do we really need this kind of framerate? Well no, according to this paper. It seems that anything over 72fps is just wasted as our visual pipeline is saturated past that point." On the other hand, I'm glad that companies make it possible to show crazy-fast framerates, for the trickle-down effect of cheaper "normal" cards.
these "frame rates" are what are probably causing me to lose chess matches online.
I'm sure they're also responsible for my miserable Karma.
Slashdot is jumping the shark. I'm just driving the boat.
First of all, NTSC is an INTERLACED progressive scan rate @30fps, 60 _fields_per_second_. Also, most (if not all) ntsc monitors have phosphors that decay a lot slower than today's xga+ monitors. The slower decay coupled with 60 fields per sec means that you achieve motion that will look smoother than 60Hz on a computer monitor (at which most people will still percieve flicker.) Coupled with (as someone mentioned) the camera's natural motion blur this all adds up to motion smooth enough to fool the human eye. The point is that all technical errata aside, Pc's and Tv's are 2 different beasties.
Quote from ???: "There are lies; there are damn lies; and there are benchmarks."
This whole debate has gotten silly. I personally don't agree with this, "I read in my psych book humans see at XX fps" tie in to Q3 frames.
Btw, this whole debate was held about a year and a half ago, only it was 30 vs 60 fps, because film only plays at 24 fps. 3DFX even released a 30 vs. 60 demo.
First, no matter what, your monitor is a strobe light. It is not a constant light stream. Unless you have perfectly synched frame generation with your refresh rate, there are going to be syncing issues. Some frames skipped, some drawn twice, etc. Those descrepencies are noticed.
Second of all, even if every refresh of your monitor drew one and only one frame of the world, it would still be a strobe light which is not synched up with your vision. Any person who sits at a computer all day with his/her refresh set to 100Hz can easily tell when the refresh is dropped down to 72Hz. Just as dropping down to 60Hz and opening up a solid white window is noticable to people in 75Hz land.
This was just a silly rant, but any one who plays at 100+ fps can tell the difference between the two. There are just way too many factors going into your visualization for any of us or the Canadian and his snowflake story to put a hard number on it.
And I don't know many monitors that would even handle that.
Since the only way to render at framerates above monitor vertical refresh rate is (obviously) to disable vertical sync (pausing rendering until the screen is updated), then you'll get tearing effects, as part of the screen is being drawn from data rendered in one frame, and the next part of the refresh uses the next rendered frame.
In fact, this shows that your data's being wasted; say for example 200fps on a 100Hz monitor, only half the data from each frame is actually drawn.
At high frame rates, the tearing effect probably causes the 'blurring' you describe.
Greetings (my first post). In games such as Quake III Arena, there are other very important factors to consider regarding smoothness, such as the mouse's sampling rate and sensitivity. Since you directly control the ingame POV with your mouse, it is imperative that your input is in sync with the video. Since high performance mice have high sampling rates (125hz for USB), 72 fps is simply not enough.
I'm not sure what the eye's "maximum refresh rate" might be, but I know this is a stupid way to measure it. They should at least do it outside in full sunshine.
Not precisely, full darkness turns out to be better, which makes sense if you think about it.
But your point about interference with 60 Hz. (US) rates is dead-on correct. Working in the interactive TV biz I often have to deal with PAL monitors in the US, and there's a noticable worsening of quality of the PAL TVs (50 Hz. refresh) when they're illuminated by florescent lighting (I'm in the US, where the lighting flickers at 60 Hz.) So I turn the lights off, and work from the daylight from the window. (In my case, even then there may also be electrical interference yanking on the signal, I haven't figured out how to prove if that contibutes much to my perception of flicker on PAL TVs in the US--yet.
--j
I'm a nature photographer.
I've seen this argument before. This time it's gaming. Last time, I think, it was IMAX. It is not simply a matter of anything beyond the limits or human perception being wasted. It's about providing a more intense experience. I occasionally run a psychedelic light show. Rule number one is that you START at the point of sensory overload, then pile on.
While you may not be able to visually process 200fps, you can most certainly distinguish a qualitative difference between 60fps and 200fps. The sheep who patronize Blockbuster don't know that the 220 lines they're seeing don't approach broadcast quality, let alone DVD/LaserDisc/Satellite - they're still able to boggle when they see a nice quadrupled high-res image at or above 1600 lines.
More data gives the brain more to work with, whether you can process every individual frame or not, subliminally you're going to pick up MUCH more information, and the result is a more intense experience.
Of course, not everyone runs their games on a 90" screen, either.
http://drteknikal.blogspot.com/
This is correct. What we should be looking at is worst case framerate. It doesn't matter how pretty CounterStrike looks when it runs at an average of 99fps. When it drops down to below 30 in wide open spaces with smoke grenades, then it really hurts. I want a guarantee of 72fps. As for this $600 video card nonsense, the GeForce2 MX does the job admirably, almost as well as the GeForce 2 GTS. Its only a hundred odd bucks, and makes a bigger difference than you think.
Captain_Frisk
Isn't this what they do in Q3? I love the performance I get on my dual CPU machine. The framerate doesn't so rapidly when there is a lot of things going on. It's definitely using 2 threads of execution.
Thats only true if you keep up with buying (or more commonly, warezing) the newest Direct3D games, which are the same games as they were in 1994, with more intensive graphics.
I still play Quake and some addons for Quake2. I bought Quake3 for cheap on boxing day but didn't really like it.
Why would I want a 128mb agp4x card that pushes 200fps on some new Direct3D game that I will never play?
What it's important are image and colour resolutions. These discussion alreade took place when defining PAL standard. NTSC produces 30 fps, PAL only 25, but with better resolution.
And for graphic boards, it's more important the amount of polygons per seconds, which strongly depends on transfer ratio between RAM and VRAM (see PS2 threads....). I would say also that given that textures add a lot of realism with "little effort", it's more important to support lot of textures than more than 60-72 frames per seconds (yes, yes, its sounds as Murphy law, but it's serves aslo to avoid screen refresh artifacts).
--ricardo
sgis ddo ekil t'nod i
That's a reason for higher framerates - at 200 fps you can render the scene multiple times to create
proper motion blurring, by adding the images to each other.
Of course... a lot of games emulate motion blur anyway.... (who builds models for the bullets streaking towards you when you can jut do a streak in the air?)
There are motion blurring algorithms, I wonder when hardware motion blurring will become required for the next generation graphics cards?
That's pretty impressive, I've never seen a monitor with a 200Hz refresh rate...mine maxes out at 72Hz, although I'm sure newer monitors are better. I know that if the FPS is higher than your monitor's refresh rate, you really won't be able to tell the difference in 100FPS vs. 200FPS, because there won't be any...
Since computer graphics are instantaneous snapshots of the scene, it accentuates the frame rate a great deal.
Movie cameras show a 'blur' of the movement over the duration of the frame... i.e. temporal antialiasing.
Graphics cards are supporting spatial antialiasing, which give the impression of a higher resolution and smoothes those nasty jaggies at the edges. Temporal antialiasing could be the 'next big thing' (although the methods using accumulation buffers are years old, the hardware has to catch up). 3dfx have their T-buffer which could do such a thing, and aren't ATI producing a card with accumulation buffer support?
Indeed, the major falacy is that we live in an analog world. No we don't! We live in a quantum world, and light is quantized. That in itself should set up the rest of the system (retina/brain) to behave more like a digital system. This is why (partly) we percieve moderate flicker at the movies, 24 fps doens't cut it. Nor the 60Hz (30Hz really, taking into account the interlace). Flicker stops when some part of the retina/brain system is fully saturated. I don't know if there is such a point, our bodies seem to have very large bandwidth.
Just a side note, I can see flicker on my 21 inch monitor at 70 and 75 Hz. I can still make it out at 80Hz, and at 100Hz it seems solid. Thank god for my video card...
Kawaldeep
replace 'berserkeley' with 'berkeley' to respond via email.
Why is it nothing attacking the paper itself has been moderated up?
There was nothing scientific about how the 72+fps limit was calculated! As far a I can tell, the author judged by how much flicker he could perceive in the refresh of his monitor, to determine how much detail.
That's crap.
The refresh rate will only tell us about our persistence of vision effects. A refresh below a certain threshold does not trigger the POV to kick in, so that we can see the flashes of the monitor, whereas a refresh above that rate means our POV will start to blend the frames together.
The argument of 72fps doesn't limit the human visual system from seeing a fast moving object; if something traveling at a certain speed gets drawn on screen twice at 72fps, it will get drawn 4 times 140fps, and with a decent monitor at the right resolutions, those four frames should be seen on screen. The real argument, then, is whether the human reflex is fast enough to react to those 4 images (whether the visual system is fast enough to see all four frames, or just blur them together into one image, is irrelevant, I think). Can a person dodge a railgun?
Well, at least that's my 2cents
The nick is a joke! Really!
GPL Deconstructed
I can't remember what FPS rate it takes to fool cats and dogs into thinking there's motion on a screen, but I know it's significantly higher than humans. I believe that's why it's rare that an animal that pays much attention to a TV screen. To most dogs, cats, etc., it's just a bunch of poorly-formed still images.
... who knows.
Perhaps this is a worthy cause for pursuing high framerates. Maybe someday you'll keep your pet occupied at home (watching TV) while you're out, or have your pet participate in your video games
I beg to differ! Since dark ages of MSDOS games were parallel, and I mean games like Commander Keen, Wolf 3D, DOOM, etc!
There would be an Int08 handler (possibly reprogrammed to have more than meagre 18.2Hz freq like in DOOM) which would simply DRAW the CURRENT view scene, that's it nothing else, except for safe check to avoid re-entering same handler if rendering was slow for any reason.
Int09 (keyboard) would handle movements, which would only be someting like, change player actor X to X-10, and Int08 handler would redraw it next time. Same would go for mouse interrupt Int33, if my memory serves me well (callback function).
So, there was no such thing as the loop you described in all more or less well built games (id's). I actually did this thing like 6-7 years ago, no one it his sane mind would do differently these days, it's no longer state of the art approach.
alexc
Join Majestic-12 Distributed Search Engine
Recently on slashdot, somebody posted an article about a new Sony CD Player (Click.) that dramatically increases CD sound quality. Takes it from 44,100 khz/sec, to 2.82mhz/sec .. Me and my dad got in a discussion about whether you would hear the difference or not.
It got me thinking, maybe we can't now, but if we start getting used to incredible sound quality, would we then listen to our current 44,100 khz/sec and be confused at how we used to listen to 44,100 khz/sec every day?
I started thinking this because if you listen to a lousy stereo system all the time, you get used to it, and it starts sounding decent. Then you travel to the nearest audio store, and listen to the newer, better stereos, you go back to the previous one and you suddenly realize how horrible your's sounds.
So is that the same as video? Sure right now we (supposedly) can't see above 72frames per second, but if our eyes got used to the 200 frames per second, would our eyes... adjust, so to say?
There is one small detail that is almost ALWAYS forgotten when someone writes and article like this and talks about when you can and cannot see flicker. People don't watch Q3, they play Q3. Adding the hand-eye feedback loop to the situation makes q3 (et al.) a radically different experience from passive viewing. Human reaction times can drop below a hundredth of a second for expected events. This is why drag racers use the christmas tree starting lights and eliminate driver reaction as part of the race. Assuming monitor, mouse, vid card, etc are all up to spec and can handle >120 or >150 fps, the difference over 60-70 fps is very real for the player, but a passive viewer won't be able to tell. Simply watching for flicker to go away while you crank up the refresh is like asking the guy in the passenger's seat how the car is handling. He really has no clue.
Why would you want to debunk something, what does that mean anyway? Wouldn't it become bunk then, and isn't something that is bunk, not good?
Surely the advantage of better graphics cards is to provide higher resolution rather than huge fps at low res?
I mean if you can do 200fps at 640x480 you should be able to bump it up to 1024x768 and still maintain a decent frame rate.
Benno
At 60fps, it takes an absolute minimum of 1/60th of a second for your input to make the round trip from the mouse, through the game simulation, onto the screen and thence into eyes. As your framerate increases, that latency drops off to almost nothing. 1/60th of a second of latency between input and feedback on that input quite definitely is perceptible - introduce an additional frame of latency (eg by using triple buffering) and the controls definitely feel more laggy.
So the reason you get that millisecond jump on someone running at a lower framerate is that you're effectively seeing a few tens of milliseconds into his future.
I couldn't agree more. The more % of cpu time you have idle while playing a game is that much more detail that can be thrown in the next version.
rosie_bhjp
A radio maverick jumps to internet only. The Future of Rock n Roll
What about the maximum resolution that human eye can accept? How small does a pixel has to be before start confusing the computer screen with reality? I would venture to say that sound quality is pretty close to faking reality but visual display technology is whole different game.
An average monitor refreshes in 60hz, not Mhz, take a look at the article you pointed to yourself... :)
the old "feel" was put back in the latest beta, the jump based on FPS however is not in the newest beta as it gave people an unfair advantage and amounted to cheating (flame me all you want I don't care) which they're ardently against. I personally think the damage through walls thing was wise to take out, as it's not realistic, however they could have special brushes for metal gratings or something that would give the damage through walls effect when it's useful, and realistic. I don't know which side of the fence you're on with regards to strafe jumping but I'm all for it, I don't know how coordinated you are, but I can run sideways and jump sideways and I would assume most other people can. The only thing that bothers me about quake3 is that bunny hopping is faster than running. If I remember correctly in the early tests it wasn't, but Thresh bitched about it so to quiet him Carmack made it so.
cheese logs keep my wang warm at night.
"Well no, according to this paper. It seems that anything over 72fps is just wasted as our visual pipeline is saturated past that point." On the other hand, I'm glad that companies make it possible to show crazy-fast framerates, for the trickle-down effect of cheaper "normal" cards."
I do know that sometimes when playing games with a uber-high frame rate, I sometimes get a 'bluring' effect that I don't get a lower frame rates. Plus, if you don't have a top-of-the-line graphics card, the lower frame rate will allow you to process things faster. Plus, who really needs 200 fps??
Eric Gearman
--
Atomic batteries to power! Turbines to speed!
Quake3World Messageboard Post
Hardcore people get a GeForce2 and play at 680*480*16 to maintain a constant high framerate because physics rounding errors are greatest at the higher framerates. Then they can make crazy jumps like the rail jump in q3dm6 and the megahealth in q3dm13. The 1.25 patch is supposed to fix this though.
And on topic, visually I can't tell the difference over 70fps in any game, so its ridiculous to play at 200fps if you can bump up the resolution or turn on other options.
Monitors' refresh rates are in Hz, not MHz, you freak.
Yes, Quake 3 may put out a needless 200 fps, but tomorrow's games will have larger enviornments and textures. Such hardware is needed, it's just a step of ahead of it's time. And even with today's games, will you constantly get > 200 fps? It's more of a cushion than anything else.
One thing to note is that this does depend on the ambient light level. If the room is bright, and the monitor is turned to maximum brightness, you notice flicker much more than if the room is more dimly lit, and the monitor brightness is turned down a little.
Personally I really like LCDs, especially when I'm working for long periods - no flicker at all!
- Fzz
>I think this whole "they project each frame
>multiple times" thing is some weird urban
>legend...
Sorry, but speculation does not make fact. If you bother to go to the rec.arts.movie.tech FAQ, they refer to how the use of a double-bladed shutter does in fact cause each frame to be shown twice.
The issue of the matter is how the human eye percieves light. By cutting the display time in half, even if it is the same image, the eye percieves change, thereby creating an optical illusion that cuts down on the perception of the actual jerkiness of the changing images.
As I am not disciplined in this field, I did not retain the information on this particularly well. However I have come across a large number of sites backing this up. (Mostly stumbled across when looking into HDTV and progressive scan video technology).
Matt
"I'm surprised to read that games like Q3 don't do this. (Physics depending on your refresh rate is just nutty.)"
Quake does do this, so the physics engine is not dependent on the frame rate. *However* there is a *bug* in Quake3Arena that makes the physics engine slightly different at different frame rates, but it is a bug, and doesn't have to do with the game loop design. The physics engine runs in a .qvm module, which runs on a virtual machine, and apparently there is a floating point rounding error in the virtual machine implementation itself that causes the bug. The newest patch is supposed to fix it.
As far as LionKimbro's post goes, I don't think there's too much difference between how you've mentioned it, and parallelizing it. Parallelizing it makes things quite a bit more complex - it sounds pretty beautiful on the surface, run your model/view each in their own threads and they can update at their own rates. But somewhere along the line these two threads must exchange data - and this happens often - every time something moves, every time something new joins, or geometry changes etc etc (all the time, in other words) - you can't just update that while your rendering thread is rendering. This isn't an easy problem to solve, it requires very careful design and thought into how the threads will communicate. We currently do our stuff the parallelization way, but one of the main reasons we do it is so that the application main thread cannot "accidentally" stop the simulation - e.g. if a modal dialog box pops up on the server applications, or the user presses 'alt' by mistake and the window enters the menu loop, then you don't want everything on the network to suddenly stop updating. So we run the simulation stuff in another thread.
"or the user presses 'alt' by mistake and the window enters the menu loop, then you don't want everything on the network to suddenly stop updating"
Forgot to mention .. an interesting example of this .. grab your mouse down on the scroll bar of a Quake3 dedicated server dialog box while people are playing .. :)
Yeah, I'd agree.. which was atleast implied if not stated in my posten.
cheese logs keep my wang warm at night.
They should run at 48 fps, but every other frame is simply the interlaced combination of the current and next frames. That I'd like to see.
---
I am the dot in slashdot.org
What? I have *never* heard this one. I'm currently a med student and have been more or less "in the neuro field" for some time before that. Perhaps I'm wrong, but I'd love to see where that came from. A reference please?
Another fine example of why I will never be caught dead on IRC.
---
I am the dot in slashdot.org
(Note: I have no real expertise in visiual perception, I am just applying some common sense)
I can't say I a agree with the authors proof that we can percieve 60fps+. His simple experment involved human perception of flicker NOT animation. Yes it is true that most people can perceive flicker up to about 72Hz. But what we are talking about is a cycle between to completely different states, the moniter screen is blank for 1/120 of a second it is on for 120th of a second (ok this is over simplifing but you get the point).
This is completely different from animation. Animation is a gradual change from one scene to the next. It is much more difficult to distinguish subtle changes from one scene to the next then is to tell if something is on or off.
Imagine looking at a painting for a moment and looking away, then looking back a again. Would you notice a subtle change in the scene? Probably not (we are talking fractions of a second here). Now imagine you look at the painting, look away, look back and it is completely gone. Then I am certain you would notice. The two example are COMPLETELY different situations.
What is the human threshold of perception for fps. I really don't know but I would say it is well below 72fps or even 60fps. I would estimate it to be somewhere between 40 and 60 fps. Any thing more is a waste of CPU cylcles.
Personally I would gladly trade 60+ fps for better image quality or resolution.
(Note: many posters have also pointed out the difference between average and peak fps, so I feel no need for further comment on that here)
A good program that fixes this is PowerStrip, not free but nagware, but all you need to do once (and then any time you reinstall) is ask it to first get the best rates for your monitor, then store those in the registery, so that you can pick and choose the refresh rates to use for that particular resolution. This will work with nearly all video cards. It's also got various tweaks, but best to go with card-specific tweaking programs for that.
"Pinky, you've left the lens cap of your mind on again." - P&TB
"I can see my house from here!" - ST:
by the authors own example he makes an argument FOR faster frame rates. as he notes, his snowflake will make discreet jumps in space when he is moving fast relative to it.
think about a rocket in Quake 3. if it flies laterally across your field of vision, it will be travelling so fast that it will make discreet jumps. if you have motion blur (or a high enough frame rate) it will look more natural. ie. you will see a streak instead of the discreet images.
this isn't critical for gameplay but does make a small improvement in the realism of the rendering.
Plenty of games have synchronous event handling. Faster framerate won't give you faster display but it will mean more responsiveness and/or more accurate physics in many games.
Even in that situation, is there any point in actually rendering to the card? You're not going to see that frame, since your monitor can't keep up. Instead, they could do event handling, and then wait the amount of time it would've taken to render the frame, or perhaps even done additional event handling cycles...
Of course, doing event handling synchronously with rendering is a bad idea from the start.
No.
70-85Hz is the avg refresh rate for a monitor.
Check it in your system settings yourself.
Cheers,
Tom
Reality does not happen until you analyze the dots. -Don DeLillo (Underworld)
Perhaps you've forgotten, but you can still buy actual paper dictionaries :-) You tend to learn the correct spelling faster with a paper dictionary, too.
The editor even said it is above 72, somewhere in the 100 range. I personally (and most men I know) have a hard time making out a 60 Hz refresh, even. But the majority of women (in a statistically uselessly small sample) could make out 70+
Also note that if you really could see 60, flourescent bulbs would seem to strobe for you. They don't for me, but ask around and you'll be surprised. (It works best with 1 direct bulb. More bulbs, especially on different circuits, can be at different parts of the cycle and meld together.)
But you CAN see a much shorter flash than 1/60th of a second. You don't see in strobe, you see the average of all light in the slice - the "shutter" is open the entire duration. Which is why you see a blur: it's the average of all the images from 1/whatever of a second. This averaging is why the sleepy hollow cardinal trick (and many others) work.
I'm not sure what good 200 fps does when your monitor rate (for a regular monitor, admittedly) tops out in the 80s. I think there are two reasons:
1 mentioned above, is extra capacity. 200 fps average might equal 60 fps during a fight scene.
but another reason is that even if you're displaying only 60 Hz (monitor limit) to have maximum smooth you need a frame refresh every 1/60 of a second, not just an average of 1/60th. And if frames take varying amounts of time to process, which they do, you could be unlucky and have 2 frame refreshes in 1 monitor refresh and then none in another... it would look like 30 Hz because only every other monitor refresh would be an unmodified repeat. This can happen even with BOTH the monitor and fps being at 60 Hz if the fps changes size (sinusoidally, in my example) and they two are not in sync.
FPS are not regular, and the reality is the fps is a measure of speed, NOT a reliable timing device. 200 fps != 1/200th each refresh... the first one after you turn is going to have to make many more changes, so it's going to take a lot longer, whereas many things will be reused in the next one. (this assumes nothing has to move to the card on the bus, which I won't go into) so if that refresh is 4x longer than average you'd be down to 50Hz for that frame. THEN you have to use an integer number of monitor refreshes, so it's going to be 30 Hz as viewed. Too much math, perhaps.
I predict that eventually (probably 1 more generation) many of the objects will be dynamically generated in sync with the monitor refresh. The framerate will be fixed at the (variable) monitor refresh rate. For each frame, one class of objects will be redrawn each time, no more and no less. The problem is that that class has to redraw asynchronously with any other kind of redraw, and that can be bad. But it's good for many kinds of animations... and depending on the architecture it should be no worse in any case.
you heard it here first.
Looking for freelance Actionscript (Flash/Flex) or ColdFusion work and/or freelance developers. Email me, put Slashdot
It seems to me that the line between "acceptable" and "realistic" is pretty thin. Technology will continue to advance, frame rates will get faster, more triangles will be produced, and things will become more and more "realistic". For games, at least, I think that the willing suspension of disbelief is far more important to how much fun one has than the number of triangles or the frames per second that get pumped up on the screen.
Furthermore, all of this talk about getting average fps up in the 300 range seems a little moronic to me, unless I'm missing some new monitor technology. I'm running at 1600X1200 at 85Hz right now, and as long as the monitor is only refreshing the screen 85 times per second, 85 effective "frames" per second is my absolute best case.
youre forgetting the next best thing to a man holding his gaping asshole open
I'm male, but I'm young, and I have pretty good eyesight. My monitor is set to 70hz right now, and it looks like a strobe on the edges. Whereever I'm looking looks fine, but at the top of the screen (if I looking at the bottom) it's flickering.
It drives me insane. I just got a new monitor that will do 87hz at acceptable resolution, but I haven't gotten around to adjusting it yet (linux).
But there's a big difference between refresh rate and frames per second. I'm guessing if you got tricky enough with simulating motion blur, you could drop the frame rate down to around 20-30fps (film is 18-24) and still get acceptable quality.
It's hard to say what the maxinum frame rate a human eye can perceive directly is. It depends on the viewing conditions and the observer. In daylight, I can easily watch the progress of the video beam on a 50Hz TV as it makes its way from the top to the bottom in each field of each frame.
If 'frameless rendering' can be used (an option if real-time raytracing is feasible), then the natural smearing and removal of temporal aliasing in a quickly changing scene will lessen the need for a very high frame rate. Try searching for 'Frameless rendering'. I'm looking forward to Quake XXIV Bitchfight implementing it.
For pretty pictures and interesting reading, seehttp://gwis2.circ.gwu.edu
- I mean to win the wimbledon!
Blancmange
60Mhz would mean 60 Million cycles per second (not thousands).
And monitors have a vertical refresh rate usually around 60 - 85 hz (and higher). This is how often the beam traces from the bottom to the top of the screen (how many screens/second you get).
The horizontal sync signal is usually measured in Khz, which might be what you are thinking of, but this is only used to move the beam back to the left (or right, whatever...).
What this guy writes is a mixture of secondary school knowledge and flamebait. Yes, he goes in some detail on how our eyes work but he strongly lacks some deeper scientific knowledge. A clear example:
"The visual cortex is where all the information is put together. Humans only have so much room in the brain, so there are some tricks it uses to give us the most information possible in the smallest, most efficient structure. One of these tricks is the property of motion blur."
Some tricks that produce motion blur... However he does not explain any details of what these tricks are. How human brain compresses information is still a question but this guy even does not touch this slightly. Only "tricks of the trade". Sorry people but he is very superficial. I am no expert on these things but I saw books and I know people who would explain more clearly for the layman these things. Once, Scientifc American published an excellent book exclusively dedicated to this problem. I think it would be worth to search for it.
On what concerns 72fps. Is he nuts? I can discern a 60-70 fps picture clearly from a 110 fps! On such level it is still well seen how things go hickcups.
And on what concerns monitors. For me and several people 60Hz is deadly painful! Seat on a 60Hz monitor for the whole day and you surely get some serious headaches (specially on the temporas and inside the eyes). It looks like someone furiously turns lights on and off. On a 72-75Hz it is still visible the flickering. The minimal frequency for such aliens/mutants like me is no less than 85 Hz. And sincerly one gets tired working on such monitor. My good level is 100Hz. Yes there I can work without feeling any stress. Btw. When working, I pass more than 12 hours day in front of the bright head of the computer. In fact, my work turns frequently to 36 hour shifts (like today, I'm in the 17th hour). So guys, maybe I mutated too strongly... >:E
Well, I don't know where this guy took his theories but my everyday work tells me he's nuts. So much for the theory.
Because we're bored with their crappy engine, and have been waiting patiently FOREVER for tribes II to come out.
The goal of hardware tweakers is to get the maximun effects while not droping below that critical point of 60 ftp (or 72 as that article clames).
So, why is the common practice to quote the maximum framerate and not the minimum framerate?
Why are "timedemo" tests usually lightweight compared to actual gameplay?
You're right on, but I don't think the dicksizing motivations should be ruled out either.
When I hear the word 'innovation', I reach for my pistol.
I remember reading the Allegro docs (game programming library for DOS) that suggested setting things up in a non read-eval-print way.
There was just a callback that incremented a volatile variable "turns" or whatever once for every unit of game time that passed. They recommended the main loop be implemented thusly:
while(game_is_still_going_on)
{
while (turns>0)
{
DoGameLogic();
turns--
}
DoScreenUpdates();
}
Which was simple, and didn't impose any control lag greater than one screen refresh. I've never done any hard-code games programming, but this has always worked for me. I'm surprised to read that games like Q3 don't do this. (Physics depending on your refresh rate is just nutty.)
I mean, there's probably a reason. I'm just asking what it is.
Well for 24fps (film) animation we generally add a bit of motion blur to any 3D motion we've created, I'm sure that 2d animators have some equivalent. The same goes for 3D generated for 29.94fps ntsc. Otherwise, although the picture would generally appear constant, the motion would strobe rather badly as the character appears first
Here......then Here............then Here.
Quote from ???: "There are lies; there are damn lies; and there are benchmarks."
Don't forget the wonders of floresent lights that usually also flicker at 60Hz, however almost never in sync with the monitor's refresh rate flicker, worsening the effect. Then there's different issues with the phosphors on the monitor themselves, which, depending on the manufacturer, hold their charge for different lengths of time. There's enough varience in manufacturing of the CRTs that can cause one monitor at 70-75Hz still have noticable flicker, but others at that same refresh rate will not. There's a tradeoff with it, of course. The longer the phosphors hold the charge, the more likely you are to get motion blur effects, however you have less flicker at lower refresh rates. With phosphors that lose their charge more quickly, you have a very responsive display, that shows extreme flicker at lower refresh rates.
I used up all my sick days, so I'm calling in dead.
Its the average framerates that are quoted tho
Sanchi
"They said we couldn't do it [Athlon]... but we built it, we shipped it... and we didn't have to recall it." Rich Heye
2. Latency - If you can render twice as fast as the monitor can display, then you can hold off rendering until the last possible instant before the monitor needs to display something. That means that you're out of synch with the monitor by half as much as a scene that had to be frozen in time twice as long ago and rendered. The distance between Start Render and Display being reduced means that the difference between Display and Interact (moving the mouse for instance) feels less laggy.
3. AI - everyone in the gaming industry has read about how great T&L (Texture & Lighting) hardware is, mainly because it frees up your processor to work on other things - like physics and game AI. This is not just smoke and mirrors, folks - the more capable the graphics hardware gets, the more freedom the game has to do fancy math in the background. This includes collision-detection and other kinds of physics, AI including path planning and other realism details...
4. Stereo - if you can double the frame-rate, that means that you can theoretically render a stereo view in the same time. With flickering glasses, or any other technology. Strongly related to the latency question above. (Of corse the monitor needs to be good.)
5. Reflections - the more times you can render a scene in a given amount of time (one vertical monitor painting) the more reflections of images you can incorporate into a scene. If you can render twice as fast as you need to, then you can display a reflection of the current scene in the mirror on the wall, or the polished hard-wood floor, or even the reflections off the metal of your gun. These effects add strongly to realism. I'm going to also count realistic shadows in this category.
6. Full-Screen Anti-Aliasing - render at four times the resolution your monitor can display, and use interpolation to display the best looking color at each pixel you can. Or nine times. Or 25 times.
If you give me 50 times the memory and 200 times the frame-rate, I'll use it - no lie!
Not to mention the fact that it was recently shown by someone at SGI that you can render a scene in OpenGL with multi-pass texture operations that looks IDENTICAL to the same scene drawn in RenderMan (PRMan) - the tool that Pixar uses to render. The math is the same, it's just done in a different way. The point is that you get closer to being able to render A Bug's Life in real-time. That's a good thing. A very good thing.
Education is the silver bullet.
Though everything you say about flicker is true...
Many people can notice flicker, even in a completely dark room.
I usually work in a dark room, and even at 75hz, I notice flicker on my screen. 80 is tolerable; 85 is just fine.
Interesting note about the tool shop, btw..
Dude. The point is this. When an object is moving fast across the screen, it has some delta that it chunks between on each frame. I don't care how fast the framerate is, I can make an object move fast enough that it makes a large jump in space each frame. That looks like crap. The faster the framerate, and the smaller the deltas, the closer to real motion blur you get.
Motion blur techniques that exist today either suck, only work for certain conditions like heli blades, or only apply to making framerate limited situations like theater movies look reasonable.
I can always make something fly by so fast that it only exists in the center of your screen once. Sure it was only there for 1/800 of a second, but it sure doesn't look like it would in real life.
If a 1 legged stool falls in 2 dimensions, and a 2 legged stool falls in 3, does a 3 legged stool fall in 4?
I don't believe 30 is enough to see really fluid motion. Motion on a TV never really looks fluid, and I believe that a lot of the disorientation that accompanies some Imax films is less from the very large screen than from the refresh rate being too low to permit really smooth motion.
I've found even a very simple scene, such as watching a wheeled vehicle move, in an Imax movie to be disorienting. The part of the view that seemed to cause me particular trouble was the wheels turning.
I think it also depends on the "velocity" of an object in motion on the screen. Very fast moving objects require faster update than slower moving objects. The test (which is admittedly imperfect) that I use is to turn my head rapidly from side to side. Even at 80 Hz refresh rate I can see the discrete frames. Again, this particular test has a lot of problems, and I may be testing the wrong thing, but I suspect that the reality lies somewhere between the 72-80'ish fps of the article and the 200 fps that some people are trying for.
No.. that simply adds to retention.. so the images is 'there' longer.. there is still the same amount of animation happening.
Polygons are ugly. I hate today's 3D and they have to put it everywhere just because it is 3D and therefore cool. Many old hand-drawn games (that don't need a 3D environment) used to be pretty, now similar games are filled with ugly boxes that try to mimick people and all. (Yes, I'm talking about adventure, a genre which seems almost dead too).
If realistic look is what is wanted, I think we should go for real-time raytracing with geometric surfaces, bezier patches, real lighting and all, not continuing with approximating everything with polygons.
While staring at your monitor, stick your tongue out so that it touches both upper and lower lip. Then blow so that you end up making "farting" noises as a result of the lips slapping against your tongue. You'll notice your monitor's refresh rate for sure.
Fluorescent lights at 60Hz certainly make 60Hz refresh much worse, but 60 Hz is very flickery for me in any light (or none). It's clear this perception is different for different people.
Rick
You are in a maze of twisty little passages, all alike.
Explain to me how showing the same frame twice for 1/48 seconds is and better than showing it once for 1/24 seconds? Answer: it isn't. In fact, there is a small delay between showing frames. If you show the frame twice for 1/48 second you're actually going to double the amount of time that there's nothing on the screen! (because you're effectivly "turning off" each frame for a small duration in the middle) This is like telling someone that if they blink really fast, it'll make the movie appear more smooth...
The reason film can get away with such a low frame rate while CRT can't is that film projectors don't scan each frame. They project the entire thing simultaneously.
I think this whole "they project each frame multiple times" thing is some weird urban legnd created by a guy who watched a rented movie frame-by-frame, noticed that some frames were doubled, and then made this totally incorrect conclusion. Either that, or you're getting confused by interlacing (which makes 30 frames/second into 60 fields/second in NTSC, 25 to 50 in PAL). Tricks like interlacing make no sense for film, because (once again) film is projected an entire frame at a time, unlike CRTs which scan the frame/field with a raster.
(If you watch a movie that was originally 24 FPS film and then converted to [30 FPS] NTSC, you'll see that every 5th frame is a duplicate of the preceeding frame. So for every 5 consecutive frames, there are really only 4 unique frames. 4/5 = 24/30)
Record your game and then replay key events in slo-mo to see where you fucked up so you can improve the next time around!
Are you people saying that my video card and these "frame rates" are what are probably causing me to lose chess matches online and to never quite get all 40 bonus bugs in the Galaga challenge rounds? Should I be looking for a new card, or will adjusting the resolution help?
I do not have a signature
People have been blowing the "The eye can only see 24fps" bull for years. It's about time someone set them straight, even if it's only to say, "Oh, wait. It's not 24fps the eye can see. It's 72fps. Yeah, that's it." Of course, down the road, that'll change to, "Wait, it's not 72fps, but 100fps," and then "Wait, not 100fps, but 200fps," and so on. Seems to me the only reason for this is to make people not feel so bad about not having the latest and greatest video card out there.
No, grasshopper, there's a difference. At 30-ish FPS, the brain begins to "fill in" the jerky collection of frames it's seeing and creates the illusion of smooth motion. Ever looked at a TV program in frame-by-frame mode? It's really amazing just how much 'filling-in' the brain does, how easy we are fooled! It's actually even more noticeable with cartoons (e.g. the simpsons or something) At some point however, the visual data has to come in at a point where the eye cannot percieve the difference between the generated image and reality... with NO mental filling in. There is a difference, and most of us can percieve it at one level or another.
----
Dave
MicrosoftME®? No, Microsoft YOU, buddy! - my boss
- Dave
Ahh, the contentious frame rate question again, *sigh*. For years we've had the 60 fps cap forced on us by anyone who believed whatever they read and didn't make the effort to find out for themselves at what Hz they could no longer distinguish an improvement. Personally I can distinguish 85 fps and I know people who can do close to 100. Jack the fps up to 150 then back it down to 80, see the difference? It's a pretty easy thing to test scientifically if you have one person setting frame rates and the subject is consistently able identify when the fps is below his threshold. In quake you want the average framerate much higher than your perception threshold, because when 6 players pull out their plamsa guns your fps are really going to bottom out. Until Carmack recently patched Quake 3 certain physics were also linked to framerate, that's why some people (who turned off anything that would slow the game down) could do jumps that to most people were simply impossible =). I haven't played for a long time now, but I'm sure there are still plenty of servers running with the unpatched version to preserve this advantage for 31337 players.
"My heart gave a shiver, 'cause I was livin in a VAN, down by the river!" - Matt Foley, motivational speaker.
go to www.madonion.com What they are able to make you computer display will astound you. I have alwayes been amazed watching 3dmark 2000. Just rembemer that it does run under windows and user the "evil" Microsoft Direct X.
Crimoney, why aren't our sound cards this advanced? Where's analog modeling synths, 3d stereophonic positioning, DSP effects, and other goodies we could have accelerated on the card?
If you have ever ran livewarefor the SB Live, it supports this (analog modeling synths and 3d stereophonic positioning for shure, dont know about DSP tho) My guess is that no one (not even creative) has spent enought time to try to port it to linux. Even tho, the SB Live is the shit.
Sanchi
"They said we couldn't do it [Athlon]... but we built it, we shipped it... and we didn't have to recall it." Rich Heye
Are we blind? Do we just reply without reading any other posts? There's nothing more annoying than reading the _exact_ same argument posted 900 times...
Actually, the PAL format, while lacking that all important extra 5 FPS, is considered my most to be far superior to the NTSC standard which your girly USian televisions use.
-atrowe: Card-carrying Mensa member. I have no toleranse for stupidity.
I'm sorry, did anyone know that Signal11 was a guy to begin with? It's not a very gender specific name. Maybe it's Signal's real name?
:)
Wouldn't that be a hoot?
You quitting proves that the karma kap worked. The most annoying of the whores shut up. --CmdrTaco
The link you provided there says nothing about weak monitors refreshing the screen at 60MHz. It merely describes driver issues in Windows with regards to setting monitor refresh rates.
"Anyone that has ever gotten an idea based on any of my work and done something better with it-good for you."--J.Carmack
Really, if you look at the question asked the writer specifically mentioned "in games like Quake III." True, it's fun to crank up the framerates, but as some Slashdotters have mentioned, it's useless to go past the refresh rate of your monitor; skip perception, it just isn't coming any faster no matter what the number says. The reason to to it is the physics bugs in Quake III native to super-high frame rates. Otherwise, these crazy rates might have been much more passing in mention. What we need to start considering is realistic images. When will we have computers that can even render a slide show that looks 100% realistic? One thing that comes to mind is Star Wars E1. Mr. Lucas spent big green on making very realistic stupidity (die JarJar), but it still has that computer-rendered quality. Realism will be the next jump, since that nice man with his essay pointed out that there is a definite fps limitation on human sight, and we have technology that passes it up on these polygon-based worlds. ~the Koosh man
Comment removed based on user account deletion
A "real 3D world" or better saying 3D systems that give you the feeling of a real 3D world. Really this is the result of a conversation i had with one friend about 3D glasses & Co.
As far as I know there is always a lag between screen frequencies & fps. On glasses systems this is quite visible. To get a 50 fps you need a 100Hz monitor as minimum. To get higher rates you need a monitor going nearly 2 times the fps rate. So it is quite logical to try to achieve 200fps as they also have to be divided in glasses systems. However then, monitors should reach a cool 200-300Hz to give a chance for your eyes.
I have never see a glasses system but some friends around here tell that presently that is the same as burning you eyes for good. So let's wait the 200's
I am a game programmer. What you are saying is not correct.
PC games that run at 200fps really are updating each frame with a delta-T of (1/200) and redrawing.
I have no idea why you would think otherwise.
-Jonathan.
Bolt Action Software
Another thing, the idea of a super fast image that is flashed to an audience, and perceived is not unbelievable even if the "refresh rate" of our retinas is around 60 fps. The flash on the screen could very well be during the "exposure" time of the retinas, and with multiple people viewing, it is certain that someone will see it!
Jaeger
www.JohnQHacker.com
GodHatesCalvinists.com
Flourescent lights flicker at 120 HZ, not 60.. The lamp lights on both the positive and negative half of the 60 HZ waveform.
Your wallet stays open. Our source remains closed. We are MSFT
Oneday, in a dreamworld not far from here, X or OpenGL will support a "vertical sync" instruction just like the good old days, and we can say goodbye to jerky scrolling. Not just in games, but in "less", "netscape", in fact, anything that moves stuff around. You'll actually be able to read the text scrolling up the screen because it's clear!
No wait.. we've been lacking this feature since 1992.. because (usual response) "it won't be supported on all hardware". Fine! Make the instruction just return on hardware that can't generate the appropriate IRQ!
Computers are shitty these days.
My question is: what is being lost, in other areas?
Most of the "science" in the article referenced was anything but (as one poster noticed, flicker comes partly from the interference between screen and electric lighting). However, as the article's editor pointed out at the very bottom, it has been demonstrated that the human eye can register an image displayed for less than 1/200 of a second.
Well, quite frankly people don't take into account a few things. Benchmarks are not done *in* a network game, but instead on a machine running a demo which is just recorded play. Things such as lag an server overhead are not taken into consideration during most benchmarks. These do effect gameplay adversely. If I have a system that can do 200fps, it has more visual updates of the player and object motions. This makes things such as dropped frames and the "jumpyness" of lower fps games less apparent to the player as he is in the middle of a fragfest. This is especially true in the new crop of higher visual quality games. More frames == More updates. This has caused problems in some games. It allowed for the extra high jump in Q3A. It allows for people to move faster in many games. In Descent 2, one of the interesting things high framerate did was improve the accuracy of the "homing" system used for the homing/mega missle. If you were on a higher fps machine, the missles were more accurate due to the missle only being able to move at the beginning (or was it end) of each frame.
Higher framerates also tend to produce more accurate control for the player. If your framerate is higher, more precise control is available to you than to someone barely pushing 60fps. This can easily be seen if you take something such as glQuake and Quake 3. Play them side by side. I can guarantee you will get more accurancy in tageting in quake due to the higher framerate.
wolf31o2 Developer, Gentoo Linux Games Team
In the midst of battle with body parts and rockets flying everywhere (clarification: my body-parts; someone elses rockets), my rate easily drops down to 90fps. Very rarely, I'll catch it plummeting as low as 70fps or 60fps. I can't really tell any difference between 70fps and 150fps, but anything below about 60fps is noticable to varied degrees.
As long as you can still aim and shoot fluidly, you're fine. Anyone who is still moving fluidly at the heaviest point of graphic intensity shouldn't worry about tweaking every last frame out of their system. Unless there is some revolutionary change in the industry, I don't plan to upgrade my cards for a long time to come (until we see games that drop my frame rate enough that I can notice it). I'm certainly not about to dump a few hundred more on a card just because I can achieve 200fps, when 150fps will more than do.
Besides, what is more irritating is the games with the poor net framework that makes finding a fast server impossible. While Q3's code seems to be sleek (I usualy find a lot of servers averaging between 12 and 30 ping), other games (Unreal Tournement, to name one) rarely have anything below 100 and only a few under 200 ping. Even the sweetest frame-rate can't help poor network performance.
---
seumas.com
If you can only display 85Hz and you're getting 200 FPS then the game should try mixing the excess frames. That way when you start getting 10,000 FPS you also get a decent motion blur. :-)
Someone set us up the bomb, so shine we are!
This article totally misses the point. It focuses on what we can see clearly and misses why we want such high refresh rates - aliasing. To understand aliasing think about a wheel with a red dot on the edge. The wheel spins around once every second clockwise. If we were to snap a picture every second, the red dot would be in the same place every time. It we played back those pictures, the red dot would appear to be stationary. Now suppose we decided to speed up our snapshots. If we took a picture every 3/4 of a second, the dot would appear to spin BACKWARDS at a rate of one turn every 4 seconds. Accoring to nyquist, we have to take a picture at twice the rate to make sure we don't have aliasing. People's eyes take snapshots at about 30 frames a second (what he should have said in the article), but not everyone's. Especially people who use computers all the time (they speed up your sampling rate). It is not uncommon for a gamer to have a sampling rate of 48-49 frames a second. That means you need to be pumping out near 100 frames a second to compensate. One of the reasons it is nearly impossible to fool someone that a picture is a real world object is because of aliasing. There is a special section of your brain that performs anti-aliasing. Images are delayed in this section until the anti-aliasing is performed. If Anti-Aliasing can't be performed, you feel sick. (As in some of those games we all play or when you put your monitor in 56Hz mode). If this section of the brain doesn't detect any jitter, it just passes the image straight through making your response time faster. This is why good gamers turn down the detail in preference for faster frame rates. Sorry dude, you are WAY off the mark. anonpoet
Plain and simple.
Look up information on Doug Trumbull's Showscan(tm). Showscan is 120fps film and the result is astounding. I've seen Showscan-- the Luxor's "Present" show in the Past, Present and Future trilogy is Showscan. Go to vegas and see it yourself.
What you get is vastly improved sense of "presence." Its much like the difference between vinal and CDs in audio but visually.
Luxor tells everybody that its a live show, and people believe it because it is so life-like.
Hey..dont' have to 'splain it to me. I love tribes... it just started to get a bit stale.
And tribes II is taking an awful long time, though I'm definately a customer when it comes out.
The 'render extremely large areas' shoudl read 'render extremely large areas with very little detail'. Any map that has lots of structure on it bags down in a hurry; rolling terrain is great. On that note, though, i agree, that's what made tribes really cool.
Watch what you say about rendering though.. indoors or outdoors, as soon as you have lots of structure or detail, tribes bags.
And tribes rocks on team fortress, I agree. Tribes is awesome.
So you get 200fps. Big deal, if your vertical refresh is only 85Hz, then you only SEE 85fps, regardless. An earlier poster had it right, the reason you want a 200fps max is so that you don't drop below the critical rate of 72 (60) fps where animation artifacts start to show up.
General Relativity: Space-time tells matter where to go; Matter tells space-time what shape to be.
Why wouldn't the same thing apply visually?
You don't need 200FPS, but when the action hits and there's alot going on in the screen the normal FPS can drop significantly. I've been fine playing with 30fps or less and had no problem kicking butt. Perhaps if I was playing for money I'd want overkill of having 200FPS, but it'd still be overkill in most situations.
It is perhaps true that one cannot perceive difference in images beyond 72FPS, however can anyone think of a video card that never allows scene rendering to drop below 72FPS? Most frame rates are listed as maximum frame rates, and the better ones are listed as average frame rates. In other words, without incredibly high frame rates there is the potential for improvement at the low end in an extremely complex scene. Which brings my next point to light... The more complex the scene, the more video power is required to render it. When every computer out there is able to push 200 FPS on current generation games, you can bet that the top of the line games will require it just to run. True, they will be much more advanced than current games, and I think that is a good thing.
Russian Russian Russian RussianDollSig DollSig DollSig DollSig
The actual necessities that should be considered should be maximum polygons on-screen while still staying above 80 fps. Texture really isn't much of an issue, considering that 64 Mb graphics cards are going to be around the corner at quite an affordable price soon. So what's that leave? NURBS, and polygons, of course. Eventually, we will have to add some more benchmarking for all the shaders, particle animations, and soft body dynamics that are starting to come accelerated by hardware now. Benchmarks need to be more standardized, and have a minimum frame rate allowable for using these benchmarks, so that these cards may more readily be shown their true performance. Crimoney, why aren't our sound cards this advanced? Where's analog modeling synths, 3d stereophonic positioning, DSP effects, and other goodies we could have accelerated on the card? Wouldn't that be easier than graphics, nowadays?
Center bodied, omni-minded.
I would just like to point out that there are a number of factual errors in the referenced paper. I am sorry, but this article popped up on a busy day and I do not have time to list them all. However, if you are interested, check out our Webvision site here: http://insight.med.utah.edu/research/basic_science _research.htm It should clear up any questions people had regarding the article and the biology and physiology of vision.
Visit Jonesblog and say hello.
I seem to remember this argument about 2 or 3 years ago. About the time the voodoo2 SLI setup was popular. I remember articles saying everything over 30 FPS is a waste. The people that write these stupid articles should take a look at the drivel that people before them have written.
I used to proclaim to my friends with sweet setups that over 60+ fps was all the same until I got a GeForce. The human eye may not be able to distinguish the difference, but the playability still goes up. With the higher frames you are more likely to get that millisecond jump start on someone that doesn't have it and the world is displayed more smoothly the higher up you go.
--- Don't be a player hater: I meta-mod ALL negative mods as Unfair.
If I can push 30 I'm perfectly happy.
- I don't care if they globalize against free speech. All my best free thoughts are done in my head.
It's just too bad we don't see the quality of games doubling every sim months to match.
-atrowe: Card-carrying Mensa member. I have no toleranse for stupidity.
Actualy, a TV changes the image every time the beam passes over the screen, so motion can actualy be displayed 60 times a second. Only half of the scanlines are refreshed though. But you can still get fluid motion that way.
ReadThe ReflectionEngine, a cyberpunk style n
I have heard this silly argument so much that I can't stand hearing it anymore.
;) ) and go to a stage like cs_italy. Provided that you have a vid card that will push enough polys, set your fps_max to the hypothetical 72. Go to the wine cellar, that has lots of objects in a constrained area. Do a quick 360. You will notice that because your visual field is spinning so fast, each object will only be on the screen for a limited period of time, and therefore will get so few frames that it will appear choppy.
First of all, notice the game that this mad optimazation is being done for: Q3A. It is well known in the Q3A community that in the current version of Q3A (1.17) the physics model is frame based; that is, physics in the game world is calculated once for each frame ON EACH CLIENT. Therefore, those people that are getting 200fps are recalculating game physics 200 times a second, whereas those people only getting 30 or 60 or "72" are only getting their physics recalculated that many times per second. This is why professional Q3A players tweak their rigs to such an insane extent: you can pull off some insane moves when you get 200 frames that you can't when you only get 30. Keep this in mind when you watch someone that is really hardcore into Q3A play.
Also, this "the eye can only see 72 frames" crap needs to be debunked NOW. First, assume that you have a monitor and a vid card that support refresh rates so amazingly sillily high that no video card will ever be able to pump polys that fast (say 10,000 hz). Now, say that you are getting 72 fps. Let's say that you are running around in CS, and you start getting shot from behind. Say you pull a 180 to face your enemy in say a quarter of a second. A quick calculation will show that there are 18 frames of animation in this quarter of a second that you are turning. Therefore, a frame will be drawn each 10 degrees that you turn. Now, while this may be imperceptible at extreme range, realize that objects at close range are going to get choppy. Like, say that you were looking at a door jamb that may only be visible for 30 degrees of your field, but that is physically quite close to you. That door jamb will be rendered on three frames on your screen. It will be choppy.
If you don't understand what I am trying to get at, start up CS (providing you use Windows, of course
This is the choppiness that modern GFX cards and monitors will help smooth out.
So, please, all of youall, STOP spreading the "your eyes can only see X frames per second" myth. It simply is not true.
-inq
It's peak frame rate that matters: i.e. the frame rate at the moment that you've got the most number of objects on the screen. Just like you don't want only enough server capacity to handle your average traffic, but instead need a lot extra to handle peak load, so frame rates above 72 ensure that you won't drop below 60 or so even in the most complex scenes.
Actually, that would be 60hz.
Blessed are the pessimists, for they have made backups.
Couple this with what other people have mentioned (primarily that MINIMUM fps is all that matters: difference between a normal timedemo and an intense fight can be as much as 5x to 10x, try getting 72fps minimum for that!) and the fact that the physics of all quake derived games are biased towards high fps, and 200 fps is actually kinda low. This is of course if you want to play "competively", if all you want is a relaxing frag for half an hour after work, 50 fps average will do you fine.
The post:
If I'm not mistaken, we are still way off in the capability to render enough polygons to approximate reality well enough to fool ourselves into thinking the CG is real life. So we need these killer cards that can run our current software at crazy-ass frame rates in order to allow the next level of game designers to write games that show more polygons per second while being able to rely on there being a consumer base that can run their resource intensive games. Think about it, if Carmack had to sell QuakeIII to the same hardware base that ran QuakeI at crazy frame rates, he wouldn't have been able to make the software improvements that he did.
I have no idea whether I'm making any sense, but I hope someone understands my point.
video card and processor run at a constant speed during quake games. They usualy run at a constant speed during normal opperation as well..
ReadThe ReflectionEngine, a cyberpunk style n
Remember, the reason you crank your machine for huge frame rates is so that when you are in a real crunch part of a quake battle your machine won't drop below a certain point. If 72 fps is my eyes max then I never ever want below that :)
dwakeman
My setup goes from 71 with low action down to 31 with many players visible, which is fine for me. I still manage to be in the top 3 on most counter-strike maps(I know, it's about teamplay:-) )
I'd like a higher fps, but at this point my CPU is the bottleneck and I'd rather spend my money on something else.
--------
So when I next get a first post I'll have to look up "first, 1337 and petrified" in a dictionary (of course, if I cant spell it in the first place!
Your eyes do tiny little loops and recalibrates at up to 70FPS, which is one of the many design ``tricks'' which are used to give our eyes a much higher effective resolution and framerate than the hardware (eyeballs, nerves, brain) would suggest. This is one reason why dead trees are still easier to read/recognise than video.
Using a very high framerate (150-250FPS) can work around this problem, as can using a slower phosphor. Intelligent-pixel displays will also solve the problem by remaining a stable colour until they're due to change.
I agree that the testing dude's monitor is unlikely to be doing 200FPS, but OTOH perhaps it should be doing that rate.
Got time? Spend some of it coding or testing
I think people have adaquately made the point here that 150 average fps over a timedemo hopefully translates that the trough (opposite of peak?) FPS will be adaquately high (ie still above 60 FPS).
Another point to consider when people say, "Who cares if you get 150 fps?!?" is that the extra speed can be leveraged for more visual quality. Namely more texture stages (ie 4-8 textures/surface blended together) and higher polygon counts. All that extra power can be used in future games that leverage the power for better visual quality. ie More future proof cards.
I personally can't wait to see what will happen when higher order surface rendering will be moved completely onto the hardware. ie give the GPU a b-spline and watch it tesselate it in hardware.
Ryan Earl
Student of Computer Science
University of Texas
Isn't the frame rate tied to the monitor refresh rate? If you are running at 200fps wouldn't you need an amazing monitor to keep from seeing the tearing of textures?
It is true that anything over approximately 72 fps is not registered by your brain...BUT, that isn't the point.
The point to showing that your machine can handle 100+ fps on a relatively high-tech FPS like Q3 is that shows your system will be able to:
a. Handle higher resolutions/color bit depths (memory allowing)
b. Handle games that require MUCH more processing (this includes graphics, AI, gameplay, sound, etc) without much problem (unless, of course, the game is using a feature not available on your graphics card)
If the best we could do now was 72-80 fps in Q3 on a crazy overclocked high-end system, then there is a pretty big bottleneck somewhere (software or hardware) that needs to be dealt with before more complex games can be written.
I worked for a research and development group about 15 years ago. One of our areas of research was frame rates. We discovered that frame rates are a function of age, genetics, ambient light, and a number of other smaller effects. The highest rate we saw before fusion was 78 fps. Some don't see flicker at rates as low as 55 fps. Everyone saw flicker at 50 fps.
I'm waving my hand in front of my screen, no flash at all.
(Of course, I use a notebook PC with active matrix LCD... I find the stable, physically unmovable nonjittering pixels much easier on the eyes than a CRT.)
Who cares? Its just a slashdot post. Despite what many people think, spelling is not the easiest thing in the world. Some people can be very intelegent and still make errors. I don't see why everyone needs to get their panties in a bunch. spellcheckers can spellcheck when something needs to be professional. Whats the point of going though all that work for a slashdot post?
ReadThe ReflectionEngine, a cyberpunk style n
For the average person with a monitor refreshing at 75hz for example, it's kind of pointless to update frames more often than that. In fact a common television only updates it's image 30 times a second (even though the electron beam passes over the screen twice as often)- which produces an acceptably smooth animation for most purposes.
Blender And Linux Fan
While on my gameing computer i average 70 FPS there are times that i drop to well below 20 during hard effects (like 5 bodies being gibbed at once). The goal of hardware tweakers is to get the maximun effects while not droping below that critical point of 60 ftp (or 72 as that article clames).
And I promise that i can tell the difference between a computer avereging 72 FPS and 200 FPS.
Sanchi
"They said we couldn't do it [Athlon]... but we built it, we shipped it... and we didn't have to recall it." Rich Heye
1. In close fights with many objects, your max FPS will drop alot. So having 72 FPS in a perfect condition doesnt mean it will stay there. This means higher FPS is to prefer.
2. The physics in Quake III are based on your FPS. You can't do some of the tricks with a low FPS.
Lost Carrier
Lost Carrier
http://www.geekboys.org
Yes, 200 fps is crazzy. But with those 200 fps come alot of other 'features' that make it more realistic, such as T&L, foggin ect ... Surely i dont need those 200fps, but the realizm is what I really want. So give some 100 fps and really good textures, curves ect.
/* Lobster Stick To Magnet!*/
However when you are doing intensive calculations they DO use more power and dissipate more heat as more of the chip is used. "idling" at 800mHz doesn't push the chip to it's limits (unless it's a 400 mhz chip!)
Trees can't go dancing
So do them a big favor
Pretend dancing stinks!
im personally glad for the graphics cards that are giving us crazy frame rates for 2 reasons... 1) all my games llok really good 2) i can keep my card for a long time without needing to replace it every two months when a new game that's better looking has more polys and plays ata a higher resolution comes out.
for carmack... (we shall see).
Seriously, the point is that 200fps will easily be burned up by greater detail (FSAA/blur/motion fx). The problem is how to turn off and on the better looks when the scene is crowded..
we shall see..
Firstly: Quake3
The game is designed in such a manner that there is always a server and a client, even in single player mode. Quake has this little oddity (which hardcore Quake player use a lot) that allows them to achive a bit more height with certain update ferequencies. And somehow the updates are linked to certrain FPS. For instance: Begin able to just jump normally up onto the megahealth platform without any other aid on the Q3DM13 level has certain advantages. I can only do it with a FPS of 120 and 140.
With an FPS of 140 I can rocketjump higher, and with a FPS of 120 gravity seems to work a little less harder, and I can jump from the railgun to the rocket-launcher platform (and back) on Q3DM6. (Using a combination of circle-jumping and stafe-jumping techniques that exploit some other physics feature - these are so difficult to master that they were left in from previous bugs)
Thus for Quake I need a sustained 120. It is possible in Quake3 to cap the framerate at acertain value, but then you must be sure you can keep it there. Besides, there are certain jerking phenomena with my mouse with has a update frequency of 120 Hz, and my monitor with refreshes at 120 Hz if I cannot seem to keep 120 FPS in quake. (Which makes railing more inacurate)
These things are only important in competitive playing, for which Quake3 was designed.
Secondly: Other games.
Mostly similar to reasons I stated above - Mouse jitter on certain systems, as well as sustaining the same FPS on even high difficulty scenes. Most of the FPS ratings were done with certain detail off, and was only an average. You need about 150+ on average to have >80 on worst scenario.
Yep. It depends on how long the phosphors glow for. If they stay glowing for a long time, you won't notice even at 20fps. However moving stuff will be smeared all over the screen.
So if you play lots of fast action games you'll want a certain sort of monitor which supports and needs a high refresh rate to look good.
Anyway I think if the minimum FPS is about 85 then it's probably good enough. But people should leave the frame rates locked to the monitor refresh rate if not it looks really ugly- having 86 fps on an 85 fps screens means you have weird effects every second!
Have fun!
Link.
Texture really isn't much of an issue, considering that 64 Mb graphics cards are going to be around the corner at quite an affordable price soon
False. Particularly at high resolutions today's video cards are still fill-rate limited. It's not because they can't fit all the textures in video ram, but because they can't get that onto the video processing chip fast enough. I mean, to draw each pixel it's not unreasonable to have to do a lot of memory lookups (lightmap, 2 mipmaps, environment map, bumpmap, z-buffer (wait, is there alpha too?)) (and that's not even counting any sort of interpolation!) and often you need to draw pixels more than once.
And I don't know if you realize how FSAA (full screen antialiasing) is done, but the trick is basically: Render it real big and then scale down with nice interpolation, which doesn't affect how much polygon geometry you're doing, but does quadratically increase the number of pixels you draw.
Trees can't go dancing
So do them a big favor
Pretend dancing stinks!
But I can be Vice President right?
Patatoe
Sanchi
"They said we couldn't do it [Athlon]... but we built it, we shipped it... and we didn't have to recall it." Rich Heye
The point is, with a faster card, you get better visual quality, be it from FSAA, multiple rendering passes, higher GeoLOD, or just higher resolution. Also, if you get 72fps on average, that might drop noticeably when you least want it to (during big firefights), which would be bad. At 200fps, your performance could take a sudden 64% hit and you wouldn't be able to see it.
------
Well, I guess windows buckled under the pressure
Sanchi
"They said we couldn't do it [Athlon]... but we built it, we shipped it... and we didn't have to recall it." Rich Heye
Actualy in my system, nVidia's linux drivers are 3 fps faster then 2k, dont know about 98 tho
Sanchi
"They said we couldn't do it [Athlon]... but we built it, we shipped it... and we didn't have to recall it." Rich Heye
People used to say I was nuts when I bought my Geforce DDR card. All I did was to play Forsaken in 800x600 anyway, and the frame rate was the same as the refresh rate on my monitor with the old card.
The Geforce got me 300 fps in Forsaken. No, I can't SEE that many frames per second, BUT... you'll fly FASTER if the frame rate is higher. And that was important to be amongst the elite players :) This feature of Forsaken was the reason I bought the new card.
I tweaked and tweaked only to fly faster.
I don't play Forsaken today, because I found a lot of interesting games I couldn't play with the old card, d'uh :)
You always wonder whether there are any more things to be done besides optimizing the frame renderer, when the programmer spends all day trying to get from 192fps to 193fps.
I realize someone will say this sooner or later, but the reason to have huge framerates through parts of levels, is to have substained frame rates that are over the 72 fps.
When you go into a High Action area, such as having 200 creatures in room, all throwing off 5 rockets, the computer has a lot more work to do.
If the game usually runs at 75 fps, there is going to be a visable drop.
Let's say that the scene causes a 50 frame drop. If your 3d card were maxing out before, doing 75 fps, it will now drop visably (75-50 = 25fps), but if you have a margin, you will be safe for more scenerios (200-50=150. 150 is still safely over the threshhold)
--
This message brought to you by Colin Davis
Colin Davis
As most games the clock is not async, I doubt every object was updated by 1/200th of T and all polys resubmited 200 times a sec. More likely is 140 "No change frames" and 60 or so actual updates.
TMOICBW.
Simple. Just use a completely white screen and a completely black screen and then flip between the two a number of times per second. As anyone who's tested this will tell you, you will be able to tell 85Hz from 100Hz, at least if you have a decent monitor with reasonably fast phosphors. And the the thing about movies at 24fps being fast enough, that's just bunk. It's nowhere near fast enough (except for chick-flicks). People just think it is because they have never seen anything higher. If you watch real 50fps film you will notice the difference. Hopefully some big-shot movie guy *cough*George Lucas*cough* will realize this and start shooting at higher framerates. Since we're bound to shift to digital cameras and projectors soon, higher frame rates would be one of my top priorities. Besides, it'd greatly increase the odds of finding freeze-frame nudity on DVDs.
I remember dealing with this in a moon lander program for Radio-Shack Model I. The original version did a non-realtime cycle of 1 "frame" per second. I found it annoying that you could be 3 feet up dropping 50FPS, and then, after a heavy burn, be 10 feet up climbing at 80FPS. I resolved the problem by calculating lower bound of the curve to see if you touched the ground. If you touched the ground, I'd calculate your speed at touchdown time to decide whether or not you cratered.
Later on, I did a realtime version -- peek commands for keyboard scan codes and input editing routines. I think I got it up to about 5 FPS. At the time, that was considered pretty hot.
`ø,,ø`ø,,ø!
Free Software: Like love, it grows best when given away.
Moderate this up! Hardly anyone (with a clue) argues that they need a constant 200 FPS. The reason you want a base of a couple hundred FPS is so that you're (hopefully) above 72 FPS (or whatever lower number you think is minimal detectable) when there's 25 other guys on the screen all hurling rockets left & right.
Clock speed is constant, yes, but that doesn't mean that the load is constant. My thunderbird runs considerably hotter under a full load than sitting idle. Surfing and reading email will hardly tax a processor or vid card at all, whereas something like Q3 (I prefer UT myself) will leave them gasping for air.
The good old days, where the fps was totally not needed, because the characters didn't move that fast anyway, (Rise of The Triad), or even better, the old bbs games...
How Jaded Are You?
This is absolutely absurd. I remember when I was young and loved my Atari ST. One of the big selling points was that is a special, slideshot mode the machine could display 512 colours simultaneously. At the same time the Amiga could, in HAM mode, display 4096 colours. I remember questioning advocates though when they claimed that 512 colours was "more than the eye can see!". I've read the same thing now about 16-bit colour, then 24-bit colour, yet strangely many graphic artists insist upon 32-bit colour because of differentiations. I guess the human race is just evolving really quickly!
The same thing has happened with sound as well with people continually advocating that XYZ is "better than the ear can hear!" (i.e. the absurd MP3 argument that 128Kbps is better than the ear can hear : To put it simply -> Bullshit. Yet it's amazing hearing people telling us that).
A simple proof that this article is bogus is the fact that it claims that you 72 Hz is the optimum refresh rate. Hardly. On short persistence monitors 85Hz is barely adequate, and I guarantee that if presented with the various options I could easily tell the difference. Yet more importantly is the fact that computer images are instantaneous images, and multiple images in one eye "cycle" can lead to the blur which gives a massive amount of information : 190 images per second GUARANTEED looks different than 85 images per second. However getting to the fundamental of the argument, the reason that you want "200fps!" in Q3 or whathaveyou is that that is a best case or average frame rate, and the hope is that by getting such a frame rate it won't bog down when the rockets are flying and enemies are abound.
Well I've gone every which direction, but sorry this article seems like someone trying to justify why everyone else are idiots to get their GeForce II GTS 64MB while they lolly along with their ATI Rage. Blah.
The author isn't getting the model confused with the display. The argument against motion blur is that players would not know where to aim their weapons, because what they see would not match what is "really" (within the pseudoreality of the game, that is) happening.
[the absolute destiny: apocalypse]
More is nice (I always aim for around 50) but once you get abouve 30fps the movement appears smooth to your eyes. BTW - cartoons are only 24 fps. The only advantage to more frames (once you hit 32bit color 1024x728) is that when you get a lot of characters in the frame (happens once or twice) you won't drop down to around 25 fps for a second. This momentary drop is beyond insignifigant and happens so rarely that you can ignore it.
C'mon, people -- I didn't buy my 3D card to play Quake. There are other 3D applications, such as flight simulators, where you can see dozens of miles in every direction: the better performance means that people can add a lot more detail (buildings, roads, rivers, railroads, towers, powerlines, etc.) and still keep things above 30fps.
I don't see why you need 200 FPS if the monitor is refreshing itself 85 times per secondes... 200 fps is so fast that some frame won't even make it on the screen
Sure, you don't need 200 fps in a game .. but that doesn't exactly imply that nVidia is wasting their time improving their chipsets .. if you Mr Carmack can get Quake3Arena to render at 200fps, then he can take some of those "excess" frames and use that time to make the visuals of his next engine look that much nicer, since you at 200 fps, you can render a second pass of effects, and drop to 100 fps.
What many people here probably aren't aware of is that a lot of Quake3 players bumped their frame rate up to 120 *not* because they thought the higher frame rate itself gave them an edge, but because up until the most recent Q3A patch, there was a bug in the quake physics engine that allowed you to jump just a little higher at 120 fps than at others (a big plus in q3dm13 for the megahealth ..)
A bit of "tragic" irony on Carmack's part here - if you've watched the "pro" Quake players play, you'll notice that they set their graphics settings horribly low, to the point where the graphics really looks crap. For various reasons this gives you advantages (not just the speed, but a high r_picmip lets you, for example, see more clearly through the plasma gun textures.) So while Carmack is working his life away at making the stuff look as good at possible, the hardcore gamers end up playing the game so it looks like crap anyway .. :)
Something else that some people don't know about, is that if they buy a souped up PC, and install Windows98 and Quake3Arena, the default mouse rate on the PS/2 port is 40 Hz, and if mouse smoothing in Quake is off, even when you're rendering at 90 fps, you won't see it, because your view will be tied to the 40Hz mouse update rate (you can get utils like ps2rate to set this rate) but in any case, I can imagine that at least some people may walk away thinking that that is how 90 fps actually looks, and that they can't tell the difference between 40 and 90.
Something else that may be worth mentioning, in my experience programming 3d networked simulations, depending on how the network code is structured, a slightly lower frame rate may improve the network performance, as limitting the frame rate can give a bit of CPU idle for network threads and improve latency. Depending on the design of the network code, this can be noticeable. Not sure about Quake in this regard ..
I usually require > 150 fps if I'm on a heavy duty, super caffeinated drink. Everything else looks like I'm on 'ludes, or something.
I find that proper trolling on average nets karma. In fact I have 46 karma from primarily trolling. I would have more except for the cap at 50 keeps losing points when I'm on a positive streak.
---
I am the dot in slashdot.org
You, with a card that does 60 fps now will have to upgrade when the next gen of games does only 20 on your vid card. I, with my 200fps card will enjoy the next gen at 60fps just fine, thank you.
OK so this is a day late and it will never be read or moderated but here goes anyway... Any realtime user-input orientated application would be a very amateurish production if it's control mechanism were dependant upon the output mechanism. Think back to the original BASIC nibbles games we used to play on our XT's. Sorry, but for many years now games have been running "interrupt" driven control mechanisms and CPU-speed-limited output mechanisms. This would mean, for example, that exactly as the user presses, say, FIRE, that keypress event is inserted into an event queue with an exact timestamp (frame independant). Upon the next frame/physics engine update, the time difference between the event timestamp and the exact time at the beginning of the frame/physics processing, would be used to accurately "predict" where the rocket (for instance) should be, taking into account player movement and direction changes, etc. So FPS *should* be irrelevant to the physics and control of a game. However, a human interacts with something like a game using realtime input/feedback, meaning that you constantly recalibrate your movements and keypresses in the game based on the current display output. This is where higher FPS will give you an edge - you get to see your movement/change faster, and therefore you calibrate sooner, becoming more accurate, and this, linked with a fast enough refresh to give your visual cortex the illusion of fluid motion, is what makes a game feel "smooth". The simplest example I can think of regarding this, would be moving your mouse cursor in your GUI. A hint for Q3A players: Get your monitor running at the highest frequency it can in the resolution you choose - say, 85Hz for example - and then add a few to that number and set the maximum displayed FPS to that figure, by using the "\com_maxfps" command, eg, "\com_maxfps 88". And to do a bit more knit-picking, the linked article refers to "purple" as being a combination of "red" and "blue". This is untrue - every colour possible is only a combination of a unique light-wave frequency and intensity, meaning that all intensities of the colour "purple" have the same unique light frequency. However, the three types of cones in the human eye (each responding to stimuli from different wavelength-/frequency-ranges) interpret things slightly differently. A colour like purple will stimulate the "red-range" and "blue-range" cones about equally, and therefore an RGB display consisting of equal red and blue signals, with no green, will stimulate the same cones in the same way, thus giving the illusion of the colour purple.
Today's weirdness is tomorrow's reason why. -- Hunter S. Thompson
FPS is nice. having totally fluid motion, yeah, it's great and it's important. but high quality full-screen anti-aliasing is really what can make a video card stand out. even though they are totally 0wN3d by the GeForce series in virtually every other category, the Voodoos still have greatly superior FSAA. you can set the Voodoo to a lower resolution .. say 1024x768 or even 800x600 and the FSAA makes it look as good or better than a GeForce at significantly higher resolutions.
having said that, though, i still say the GFs are easily the better cards, as the Voodoos are just falling too far behind in pure horsepower.
pezpunk
Internet killed the video star,
i could live a little longer in this prison
It seems obvious to me that you don't buy a high-end video card because you need to run TODAY'S games at 300fps or because you need to run YESTERDAY'S games at 300,000fps -- you buy such a monstrosity so that you can run TOMMOROW'S games at 72fps!!
None of today's games even utilize all the features my GeForce2 has but I bought it when it was fairly new so that it would "last" longer.
The point is that games like Q3A and UT make great CPU/bandwidth benchmarks at low res. look at Tom's Hardware. He uses 640x480 as a CPU benchmark, and then ignores anything below at least 800x600 or higher when looking at graphics. He has a great article a while back (I don't remember the link. sorry) explaining exactly that. Also, if the card/CPU manufacturers give more speed, then that lets the game developers add better physics/AI and more complex graphics. Anyway, no one had mentioned this yet, thought I might.
You are under attack!
Ugly Old Hag surprises you!
She hits you for 3 damage by being ugly
With apologies to Seth Able
IBM had PL/1, with syntax worse than JOSS,
And everywhere the language went, it was a total loss...
If nothing else, moniters don't have refresh rates much above 90hz, so higher frame rates are wasted. What I want is effects like motion blur and depth of focus. 3dfx offers these, but no games support it.
I'm a loser baby, so why don't you kill me.
When people talk about getting 200 fps in say Quake III, are they talking about an average of 200 fps in some timing demo? If so, bear in mind that in particular situations (large complex room, lots of other characters running around and shooting) the frame rate will drop much lower. So 200 fps average may ensure the frame rate stays about 60 or so almost all the time.
--
The article doesn't debunk it. It supports it.
Read up before you post, Tim.I saw somewhere (maybe /.?) that graphics card technology was improving at a rate of Moore's Law cubed... doubling performance roughly every 6 months instead of every 18 months...
umm... I'm not a math genius but 18 is not equal to 6^3.
If I have a card capable of rendering games at 200 FPS, what that says to me is that it could render a scene 4 times as complex and still maintain an acceptable frame rate of 50 FPS (of course, things aren't always so linear in 3D graphics, but you get the point). When such cards become commonplace, it will mean gamemakers will be able to create worlds with much a much deeper level of realism in terms of visual effects, turning those excessive frame rates into something useful.
--
For every post, there is an equal and opposite re-post.
So, why is the common practice to quote the maximum framerate and not the minimum framerate?
Because it's nearly impossible to measure the minimum framerate in many games, we assume that a card or system that has a higher average FPS will have a higher minimum FPS in gameplay conditions. This point is debatable, but not illogical.
Why are "timedemo" tests usually lightweight compared to actual gameplay?
We can't compare actual gamplay FPS taken from different sources, so a standard demo is used to consistent basis for comparison. As above, it isn't likely to truly represent gameplay, but the contrast between two cards or systems is likely to be the same.
In a busy situation, both will likely take the same performance hit, and the one with the higher average FPS will probably still be on the top.
--
Actually, your example #3 IS funny...
Besides, I didnt see her/him post on this topic. So is your strategy to wait for a new story so you can post this and get it moderated up? Theres no way you researched and wrote all that out in the minute and a half since the story went up.
The ivory tower has never had to reach so h
I'm epileptic so that is probably the cause, but I can differentiate between 75hz and 85hz. 85hz looks continuous, and 70hz or below hurts my eyes and will give me a headache after extended use. 60hz REALLY hurts; if I look at it for anything more than a few seconds and I'll get a bad headache.
Florescent bulbs, too, are a problem, but rarely. Usually they come in pairs like was mentioned and don't bother me. On the other hand I can spot a bulb that's about to break a mile away (they start to flicker more rapidly). I was recently at a fair and realized for the first time that even normal store bought strobe lights are a problem (they were a part of a ride).
--
Running sideways is pretty god damned hard. You can do it, but you really have to practice at it without tripping over yourself or turning around in the process.
Despite that, I don't think a game like Quake needs to be realistic. In fact, I like Quake because it isn't truly realistic. Do people bitch that Tetris isn't realistic? Why should Quake be any different?
I'm a little confused by the current rash of realism-based games like SOF or CS. The "realism" seems quite arbitrary and independent of its effect on gameplay. You have a gun that takes five seconds to reload, but you conviently forget the fact that you can't really reload a gun while dodging bullets, switching weapons and running for cover. Real SWAT people spend months training for fifteen seconds of action and don't particularly find it fun.
--
With a lot of frames, one could interpolate between them to create a slightly blurry effect not unlike motion blur.
It's a known fact that most "super-jumps" (questionable physics be damned) in Quake3 cannot be made with anything less than 125 frame or so.
Jump from the rail over on DM6, the swing jump to get the health in the middle of Tourney 4, etc, cannot be done with lower framerates.
Granted, this has nothing to do with perception, but gameplay is also kinda important.
Most games use this to their advantage, so that when I play Half-Life, my frame rates never go above 72 FPS since my refresh rate is around 72 Hz - this is used to prevent "tearing" when one frame is rendered during the first half of the sweep to refresh the screen and another is rendered later. Going above your refresh rate will actually make your game look worse.
Even if the card is capable of 200fps, it should never actually do that - unless you have a rediculously fast refreshing monitor, you're just drawing frames that you won't see or that will simply tear. Plus, I believe that it's been stated that the human eye cannot discern framerates above about 60FPS anyway. Although it is quite nice to be able to play Half-Life at 1280x960 at a constant 72fps (again, locked to 72fps since anything higher would tear on my display).
You are in a maze of twisty little relative jumps, all alike.
when i was toying around with spriteworld (a mac animation library) on my g4, it kept giving me estimates like 1000 frames a sec (yowza!)... not sure what i get for quake3 though.
--- Hey, Jesus is coming! Everyone look busy
I remember when I first bought my Diamond Viper 550 TNT card. Then, it could run almost any game at the time at a silly frame rate. 640x480 was "hi-res", and it was also sufficient for most games.
Now, I still have the Viper, and it does a respectable job for what I need it to do. What I'm trying to get at here is that I may have not needed the FPS the Viper could produce yesterday, but it has more than paid for itself by still being useful today. I'd like to also note that in that same time span, I've changed CPUs twice, motherboards twice, added memory and hard drive space, and replaced my sound card.
Second, when has anybody cared about getting 200 FPS? All gamers I know bump up the resolution until they notice that the framerate is affecting their gameplay. This may until it's something as low as 30 or as high as 100, but it's different for each person. Who gives a rats ass about how our cones and rods behave as long as I'm still able to frag you?
For one thing, I can perceive flicker at up to 80 Hz, as can a few other people I know. This is why I have to run at a res/refresh that allows at least 85 Hz refresh. I would imagine that there are probably people out there than can perceive up to 100Hz.
Further, as others have mentioned, average frame rates are relatively irrelevant compared to framerates while rendering complex scenarios.
Also frame rates with *existing* games are often tweaked by handling the number of polygons on screen at a time. Dynamic T&L engines can place further strain. So even if Q3 could get 200 FPS on a highly complex screen (as opposed to an average scene), the only thing that means is that it's time to build more complex scenes.
At some point we'll have photorealistic engines at 200 fps for the most complex scene imaginable, but that day is far in the future.
Unbreakable toys can be used to break other toys.
well i don't know much, but i do know i can EASILY tel lthe difference between 30 FPS and 60 FPS. and anyways, this ISN"T EVEN THE ISSUE. i take offense at /. DEBUNKING the 200 FPS thing. us video card geeks are not idiots. we KNOW there's no practical purpose to overclicking our GeForce2 GTS's and squeezing out 100 or so more 3DMarks. it's a HOBBY. it's an obsession. it's a penis size thing. leave us alone.
pezpunk
Internet killed the video star,
i could live a little longer in this prison
I remember at the lan party, after that massive gib, 2 computers hard locked. Damn glad i was running Linux :)
Sanchi
"They said we couldn't do it [Athlon]... but we built it, we shipped it... and we didn't have to recall it." Rich Heye
From the article: "Contrary to the belief that we cannot distinguish anything over 30 fps, we can actually see and recognize speeds up to 70+ fps. How can you test this? You can quickly do this with your monitor at home. Set the refresh rate to 60 Hz and stare at it for a while. You can actually see the refreshes and it is very tiring to your eyes. Now if we couldn't see more than 30 fps, why is it that flicker free is considered to be 72 Hz (refreshes per second)."
The reason you notice flickers at 60 Hz is most likely because the lights around you are also running at 60 Hz. The monitor refreshes will happen at very nearly the same time as the room light refresh, so you will see (or somehow be aware of) the blanks in between. This phenomenon is widespread. For example, machine shops can't have fluorescent lights because any tools spinning at 60 Hz will appear to be standing still (leading to all kinds of nasty accidents). If you had a dark room and a strobe light that you could set to 72 Hz, I'll bet you'd notice the flicker on a monitor refreshing at 72 Hz.
I'm not sure what the eye's "maximum refresh rate" might be, but I know this is a stupid way to measure it. They should at least do it outside in full sunshine.
---
...but it seems to me that until we can render 75FPS at 1600x1200 in the latest games, using the most demanding rendering options we will never have an overly powerful system.
Who here runs games at anything less than 1024x760? What about full screen Anti Aliasing?
I can guarantee that quake3 will crush even the most powerful machines if you try to play at 1600x1200x32 bit color, with highly detailed textures, etc. etc.
Even more so, with FSAA most games are only playable at a maximum resolution of 1024x760 on most modern video cards.
Even then all of this is assumes that games are NOT getting more complex.
Listen, I'll consider the point when I can get Pixar quality gaming at a resolution of 2048x1536x32, with FSAA and still break that 75FPS limit, and not a minute before.
There is never a need to go beyond 75 fps for video because this is the refresh rate for most monitors above 1024x768. Pushing more than that, you will have frames that are rendered, but the scan gun will never pick up the pixels!
Of course, what *really* matters is sustained frame rate under scenes of high complexity, but as long as you can always manage 60-75 fps you'll never see the difference.
-p.
The author discussed motion blur in the real world and that the eye was designed for the real world. But didn't discuss computer generated imagery, which doesn't generally have motion blur (yet), and the benefits of high update rate. The eye, retina, visual cortex system has extensive special purpose motion processing systems, only poorly understood so far. The eye system is highly optimized for processing motion and using the blur on the retina as part of the interpretation of motion.
On the other hand, many display devices generate pulses of light that do not create blur on the retina under motion, either object motion or head/eye motion. This pulsed train impressed on the retina fools the eye system motion sensors.
The most common way to see this is to look at an LED clock or other LED display in a dim room. Ever notice that as you move your head, the display appears to swim in space? That's because the pulses of light from the scanned LED's create a sequence of still images on the retina while the surround creates a continuous blurred images. The two scenes get processed for motion differently and so appear to swim with respect to each other. This same effect occurs with CRT's in similar conditions.
Increase the refresh rate, and the pulsed light images get closer together and better approximate motion blur.
Note that this effect has nothing to do with flicker sensitivity or flicker fusion frequency.
I have no idea how Quake performance differs between 70 and 200 Hz refresh but I can see that it might.
I saw somewhere (maybe /.?) that graphics card technology was improving at a rate of Moore's Law cubed... doubling performance roughly every 6 months instead of every 18 months... Looks to me like we're starting to see the beginning of the limits of "useful FPS". Since it looks like the "Usefeul FPS" dragon will be slain soon.. then what? What I'm really hoping we'll see in the next few years is some viable consumer grade VR applications and hardware. The companies are starting to produce some mainstream graphics cards that have some serious horsepower... the kind of horsepower that will be needed to drive stereoscopic HMD's...
Well, for one thing movies use a technique known as blurring to mask lower framerates. To employ this on a gaming machine, you will most likely be forced to render the same frame a number of times (such as with 3DFX's T-Buffer) and then meld them together, or use some form of morphing algorithm (which will most likely slow things down further.)
Obviously neither of those are good answers for slower computers: In order to mask a slow framerate useing these techniques, you will be forced to do 4X the work, resulting in a very poor gaming experience. (Wow! 1.75FPS AND blurry!)
As for your system, if you haven't done so already, reduce your resolution and detail settings. At 7FPS you are asking far to much of your computer.
Barring that, Voodoo3s and Pentium III 500s are cheap now. Consider upgrading.
So what is my spelling sucks, its not a requirement(sp) to get by in this world is it?
Sanchi
"They said we couldn't do it [Athlon]... but we built it, we shipped it... and we didn't have to recall it." Rich Heye
Your monitor refresh IS the highest FPS you can get anyway. Anyone that says they can see the diffrence in anything above that is just yanking your chain.
Of course the human eye has limits, but that's not what 200+ FPS is for. The more frames, the faster you can do fake radiosity, environment mapping, and other effects that involve multiple frames composited to form the final image.
I would like to see 307200 FPS so we can run a separate pipeline for each pixel on a 640*480 screen. Oh... and I'd like the card that does that to be so cheap that when it burns out you just run down to the drugstore and get one for $1.98. It'll happen eventually.
Eenie meenie miney moe
Stupid voters have to go.
Inca dinca dinca do
I can do it, why can't you?
For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
So what is my spelling sucks, its not a requirement(sp) to get by in this world is it?
No, it's not a requirement. But if you want people to take you seriously (which I assume you do, otherwise you wouldn't post) then it helps to have good writing skills. The only thing that comes out of bad spelling is a loss of respect and credibility.
- Rev.You're card runs Q3 at 200fps now? Great! You won't have to get a new one when Doom 3 or the next generation of game comes out and runs at 30-40fps on your TNT4.
What kind of pitiful state would hardware be in these days if we were only designing hardware to tackle today's software needs?
Don't you think you've given up something rather important (good eyesight) for something fleeting (today's Hot Game)?? I hate to pass judgement on your values, but I did it anyway. :)
My guess is your having fun with the idea;
your realy the same person, all the reasons
that you use as examples apply to you.
"think of it as evolution in action"
To get a truly perfect measure of FPS wouldn't you need a test that changes *every* pixel on the screen every frame! Otherwise when talking about FPS you would need some point of reference.
Comment removed based on user account deletion
But above 100FPS, it just doesn't matter. Besides, you're limited by monitor sweep rate and phosphor decay rate.
BTW: I have a 900 Mhz Athlon, Geforce 2 GTS and I get 112 FPS in Quake III :P
Nekros.2y.net
When your video card is drawing 200fps, it is also getting input 200 times a second, so your control is much smoother and more accurate.
Ok, so everyone thinks that mega-frames per second is good. Is this a debate?
The real issue is not how many frames per second a particular piece of hardware can cough up for a particular situation in a particular game.
Like the audio world, where every idiot thinks that a 250W amp actually delivers all of those 250 Watts all the time, this is a case of best-possible performance given an ideal situation.
There are lots of metrics you can throw at people to market your piece of technology, but in the end the metrics are only a guide. The real important thing is how it FEELS. An excellent 250W amp is still better than an ok 300W amp. A card that produces quality graphic output in real-world situations (talking about gaming here... so that's probably not the best term) is better than one that kicks ass on training wheels.
Like the article says: the purpose of a high frame rate is not to make it LOOK better, but to fool your head into seeing the game world as a real part of your environment. Basically, this is a Wetware hack on "suspension of disbelief".
Of course, we'll have to build games that are worthy of this kind of "reality". For me, first-person shooters aren't it.
Im not going to argue that, and on all profesional(sp) items I will check the spelling on, but im not about to cut and paste into a word processer just to post something.
Sanchi
"They said we couldn't do it [Athlon]... but we built it, we shipped it... and we didn't have to recall it." Rich Heye
..specially in Quake3 v1.17 and prior, your speed
:P
and jump height were affected directly by your cpu
speed, so people with better/faster boxes could
pull tricks people with old boxes couldnt.
This is why a lot of quake3 players want to
squeeze the last fps out of their box. They know
it wont look cooler (heck, does guys dont care
about aesthetics, they have every graphic option
turned off) but it will help them make the dm6
rail to bridge jump
I think this is fixed in the latest patch.
This paid my last vacation, it mi
I remember seeing flamewars back in early 1997 about how it was pointless to run at more than 30 FPS because that was "all the human eye can perceive". There were even some people saying that 24 FPS being the maximum reasonable rate since projected film runs at that framerate.
:)
I can't really see how you'd want something higher than a constant 85 Hz, but who knows. Don't forget that game response depends on the framerate as well, and someone running at 100 may conceivably get a crucial advantage over someone running at 85, just because their twitch reactions are 1.7 ms faster.
All I can say is that tastes are constantly refined, and the bar is constantly raised. I'm sure that before stereo sound, no one could conceive of anything better than mono, and the same with the advent of surround, 5.1 surround, etc. So the assertion that we don't need to improve things any further is ludicrous, because we simply don't have the knowledge of how much better things could be.
Of course, this type of thinking is what keeps the marketroids fed...
Monkeytreats
after that, it is all sort of gravy, depending on the other bells and whistles and effects and such....
seriously, even for regular applications, some monitors look worse at "standard frame rates" compared to others....
not that it matters *that* much ...[smile]
"It is a greater offense to steal men's labor, than their clothes"
the argument for higher framerates isn't to actually get imperceltibly faster graphics, but to give room for the really slow scenes. if the lowest your framerate dips to is ~70 fps, then you will be getting a much more consistent experience than if everything drops down to ~15 fps every time the action heats up. It also gives room for the Carmacks of the world to do even more stuff in future titles.
It always amuses/irritates me when non-gamers publish "studies" to show that hardcore gamers don't need ultra high frame rates. My response is, perhaps that is the reason why the hardcore gamers are beating the non-gamers.
I used to be a pretty serious Quake2/Quake3 player. I won a local Quake2 tournament with over 120 contestants. And I can tell you right now that 72 FPS is not the maximum framerate that the the human eye can detect. Higher framerate translates into much PRECISION and CONTROL and that is why the more FPS you have, the more advantage you have. You've got to be able to aim extremely quickly, usually by flicking your wrist. These wrist flicks can turn as much as 90 to even 180 degrees. I haven't done the math, but I'm guessing that 72 FPS isn't going to cut it when making a 180 degree turn in a split second.
These people kill me. "Well, no one should need over 72 FPS and BTW I always lose at Quake 3."
They should interview some of the top gamers in the world such as Fatality or Makaveli and ask them their thoughts on the importance of high framerate.
60/72 Hz is what we want when we play games, but you generally have to target above that for when your potentially viewable set (PVS) changes dramatically- if you move *really* fast (missile cam), say, or if you just turn your head 90 degrees (and look down a completely different hallway).
A current trend in games is to seperate the rendering cycle from the simulation cycle.
Historically, games have been implemented with a read-eval-print loop like this:
Now, we (FPS, 3D) seem to be moving towards the parallelization of read/eval (simulation) cycles and the print (display) cycles. That way they can be controlled independently: The display can be given just the cycles it needs to provide 60/72Hz, and simulation lives in it's own space. The display routines have their own prediction mechanisms to make sure that they can keep pace.
The real benefit of having a speedy cpu/video card is the ability to run the games at a high resolution with all the effects turned on maximum.
Playing at 640x480 with 200 fps, but all the effects turned down/off is suxxor.
At 1280x1024 and high quality textures and effects, the games are smooth as movies at 60 fps. If your box can run this way, you don't need to run at 200 fps at 640x480. A great looking smooth picture is much better than a stripped down image.
The only problem I have is that the Windows nVidia drivers are still better than the Linux nVidia drivers.
-----
nuclear iraq bioweapon encryption cocaine korea terrorist
Under optimal conditions these cards can do 150-200+ fps then when things get a little cpu intensive it will only drop to 80-90, still a comfort zone. If they listened to all these scientsist who really need to not worry about us, and made their cards concentrate on the 72-75 fps mark, the moment things get cpu heavy, we drop to 30 then we get mad and kick the machine. Xcess power and speed is needed to insure a playable game. And for bragging rights :)
"There is no real right or wrong, just what the majority accepts at the time."
This has been common knowledge for quite a while, so I don't think it qualifies as 'debunking'. Everyone knows that you can't actually perceive 200fps, the point of having insanely fast framerates is so we can have things running in 1600x1200 in 32-bit color and still have the framerate fast enough so that it won't drop below 60-70 fps.
-lx
That article really oversimplifies a lot of the issues around visual processing.
First, in very contrived circumstances, some individuals have been shown to percieve flicker around 100, maybe even 120 FPS. The numbers vary widely with different people, you can test this pretty easily with a bunch of friends and a multisync monitor.
Second, motion won't be percieved correctly if you have a number of sharp frames moving across the field quickly--even if you're updating at a higher rate of speed. If you took a 1/150th of a second, averaged a bunch of evenly spaced images from that into a single frame (to create motion blur), then used those resulting frames for your movie you'd do fine, but without that you end up with visual artifacts. Since, I believe (and please correct me on this if I'm wrong) this generally isn't done, higher frame rates create a more visually realistic rendition than lower ones, even above 72 FPS.
--j
I'm a nature photographer.
In order to truly experience 200 fps, I will be buying a new monitor, getting new eyes transplanted, and another brain dedicated to processing images along with the one I have for reading /.
Why are we debunking slashdot, the only weblog on the planet that can attain 200 FPS? (First Posts per Second.)
1.) So that when the frame rate drops it does not drop below 80FPS
2.) So that when we have stereo 3D games and the frame rate is divided between two stereoscopic views it still runs 100 FPS
3.) To simulate motion blur on a screen effectively multiple frames need to be blended together, the more frames the better.
P.S., the article's notion that our eyes somehow work like cameras and we would see objects blinking about without motion blur is silly. The eye does not take pictures which the brain then blurs together. The motion blur is an artifact of the fact that our eyes are continuously sensing light, not snapping photos.
Yeah, you'll never make President if you don't learn to spell.
(This'll make no sense once I get around to change my sig.)
The cake is a pie
Developers and gameplayers alike don't seem to recognize the huge difference that steady, high framerate makes for both the feel and playability of a game.
A game that runs 72fps most of the time but drops down below that, even if it's only a little, will not feel as solid or be as playable as one that holds a steady, say, 60fps.
PC games have always been the worst in this regard, partially because developers assume that better hardware is going to come out that will make their game run faster in the future, and partially because hardware is so unpredictable that getting it running smoothly on one machine doesn't necessarily mean that it will run smoothly on the next.
It's excellent that hardware manufacturers keep pushing the level of performance of their products, but it's not so that we can achieve 200fps with Quake 3. It's so that the game won't drop *below* its peak framerate, ever, even on a complex level with lots of enemies. (First person games have a special need for a high framerate because of the speed with which your viewing angle changes.)
In the article referenced, the author states that motion blur would not be good in games because it would create imprecise locations for game objects, making determination of hits impossible. Here's a quote:
"The lack of motion blur with current rendering techniques is a huge setback for smooth playback. Even if you could put motion blur into games, it really is not a good idea whatsoever. We live in an analog world, and in doing so, we receive information continuously. We do not perceive the world through frames. In games, motion blur would cause the game to behave erratically. An example would be playing a game like Quake II, if there was motion blur used, there would be problems calculating the exact position of an object, so it would be really tough to hit something with your weapon. With motion blur in a game, the object in question would not really exist in any of the places where the "blur" is positioned."
This is just a failure to distinguish between a software *model* and it's screen rendering or *view* (Smalltalk programmers will see this at once). It is perfectly possible to maintain a precise location for an object in the game's model of the it's world, while only *rendering* a motion blurred version of the object. This would allow extremely fast moving objects (projectiles, shrapnel, etc.) to be rendered realistically, while still keeping the game's internal world model as precise as necessary to determine hits, collisions, etc.
In this context, it should be noted that movie special effects make *extensive* use of motion blur to produce extremely realistic renderings of non-existent scenes using very low frame rates. Motion blur should really be seen as the key to realistic rendering, since frame rates will never reach the threshold necessary to freeze extremely fast moving objects. After all, in the real world, one needs a very high speed strobe to freeze a bullet. Frame rates, especially in demanding frames (lots of objects, lots of motion) are not going to hit the 1000 fps mark any time soon. If fast moving objects are to be rendered realistically, then they'll have to be done with motion blur, just as film professionals, like ILM, discovered years ago.
How much of this can be acredited to the CPU having to work on other things too? I play Q3 under Win2K on my dual CPU machine. First of all, I get a base frame rate of about 40% more. On top of that, I don't get such major slow downs when the action gets heavy.
I play with maximum graphical details on a dual P2-450. I get about 90fps, and major gibbing doesn't kill my frame rate the same way it does when I set r_smp = 0. I should point out that at 640x480, the performance bottle-neck for Q3 is the CPU. Turning off all of the detail or increasing the resolution to 800x600 makes little difference. I just like to see things in glorious technicolour rather than hi-res.
Try moving your hand between your eyes and your screen. Where did all those fingers come from?! It's a strobe, and that's what you see when you turn your head from side to side too. You can see the dark/light contrast.
The faster the refersh the more fluid that had motion will be and the less your screen will seem to flash as you look rapidly from one corner of your much too big monitor to the other.
200 FPS may really be better.
Poster does not play games.
Friends don't help friends install M$ junk.
Let's conduct the following experiment:
A) Take an electronic flash and a volunteer into a dark room.
B) Close your eyes.
C ) Hold the flash up to the victim^H^H^H^H^H^Hsubject and trigger it.
D) Run.
Electronic flashes generally have a duration of 1/1000th at most. I'm not sure that concluding that humans can perceive events that have 1/1000th or less of a second duration is useful, especially in the context of this article.