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The Quest For Frames Per Second In Games

VL writes "Ever wondered why it is exactly everyone keeps striving for more frames per second from games? Is it simply for bragging rights, or is there more to it than that? After all, we watch TV at 30fps, and that's plenty." This editorial at ViperLair.com discusses motion blur, the frame-rate difference between movies and videogames, and why "...the human eye is a marvelous, complex and very clever thing indeed, but... needs a little help now and then."

18 of 72 comments (clear)

  1. it plays better by Song+for+the+Deaf · · Score: 3, Insightful

    With a higher framerate, a game just feels and plays better, it's as simple as that. 30 fps is just *not enough* to have good action and feel on most pc first person shooters.

    1. Re:it plays better by ctr2sprt · · Score: 2, Interesting

      If you get a constant, true 30fps and the game action isn't tied to that framerate (rounding errors), then that would be okay. Of course, that's like physicists talking about frictionless surfaces or perfectly spherical objects, and about as attainable.

    2. Re:it plays better by trompete · · Score: 2, Insightful

      My largest problem isn't the graphic card's frame rate ability. It is that damned speed of light that is keeping me from getting a low ping when I play on European servers. Seriously....you can play most games with an average machine, but your frame rate is really limited by the propogation delay and all the hops between you and the server. Get me a lower ping, and I'll be one happy guy!

  2. Ugh by Elwood+P+Dowd · · Score: 4, Insightful

    That article reminds me of the TV ads with scientists explaining how our patented hydro-oxytane reaches deep into your pores and assasinates uglificating bacteria.

    Author seems to understand about as much about the primate visual system as... well... anyone else that's never studied it. The visual cortex doesn't "add blur."

    His general point is probably correct, but is reasoning is fucked.

    --

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  3. Motion Pictures by Detritus · · Score: 2, Insightful

    Movie projectors cheat by displaying every frame twice, which doubles the frame rate from 24 fps to 48 fps. Cinematographers also avoid certain shots, like rapidly panning from left to right, which look terrible on a movie screen.

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    1. Re:Motion Pictures by Murdock037 · · Score: 2, Informative

      Movie projectors cheat by displaying every frame twice, which doubles the frame rate from 24 fps to 48 fps.

      Wrong. They show 24 fps. (There's also a bit of black in between each frame, otherwise the eye would register a blur; but it's still 24fps.)

      If the projector was run at normal speed and showed each frame twice, it would look like choppy slow motion. If it was run faster at 48 fps, the motion would be fast, like how you often see old silent pictures.

      You would need a print with every frame printed twice in a row for it to work, and then a faster projector than is safe for most film.

      There are certain camera systems under development which would shoot film at 48 fps, and you'd then need a projector that could show the film at 48fps, but the standard rate for cameras and projector for the last fifty years, everything you've ever seen in a cinema, has been 24fps.

      Cinematographers also avoid certain shots, like rapidly panning from left to right, which look terrible on a movie screen.

      It's called a swish pan, and it makes for a nice transition, if you cut in between two of them. But you don't have to, and it doesn't look "terrible."

      Whoever modded you up is embarassingly ignorant of the topic at hand.

  4. No by RzUpAnmsCwrds · · Score: 4, Interesting

    1: 30 frames per second is simply not enough. It's fine for movies and TV, but that is only because TV shows and movies are designed around the limits of the medium. Ever notice how TV shows and movies don't have a lot of quick, jerky movements? Those movements lead to motion sickness on TV and in movies, and they are the exact movements in 3D games. 30fps makes me sick, I can tolerate 60fps.

    2: Remember, FPS is the *average* framerate. It may dip well below that mark. My goal is not to have the most FPS but to have a reasonably high resolution with FSAA and AF on, all the detail settings to full, and to never have the game dip below my monitor's refresh rate (75Hz).

  5. Consistency also matters by Anonymous Coward · · Score: 2, Interesting

    If I can get a *SOLID* 30fps, I'd prefer that to a framerate that peaks at 60 and swoops down to 15 in places. I also can't stand it when vsync is turned off in games - tearing is horrible. A nice compromise is to keep VSync on when the framerate is high, turn it off if it drops below, say, 30fps.

    I'm still waiting for the day when machines are good enough and code works well enough for games can be considered "real-time" (meaning having fixed steps at, say, 60Hz - and the game is NOT ALLOWED to take longer than that 1/60th sec to render a frame).

    - Disgruntled Planetside player who wishes that game always ran at 60Hz. :(

  6. Some serious flaws render the piece useless by Jerf · · Score: 4, Informative
    I like the ideas behind this article (I couldn't immediately Google for a good replacement so there may be room on the web for an article like this) but the author (and there is no nice way to put this) is talking out of his ass. For instance, from the second page:

    This is the Visual Cortex adding motion blur to perceived imagery so that rather than seeing everything in great detail, we are still able to perceive the effect of motion and direction as we ride by. The imagery is smoothly flowing from one point to the next and there are no jumps or flickering to be seen. If

    the eye wasn't to add this motion blur, we would get to see all of the details still but the illusion of moving imagery would be lost on us, with the brick wall sort of fading in and out to different points. It's pretty simple to test this.

    This is idiotically wrong. This entire paragraph is predicated on the false assumption that our eye somehow has a "framerate" itself. (Either that, or the false assumption that our eye is basically a CCD with infinite discrimination, also wrong.) It does not. Our eye is fully analog. (Go figure.) You get motion blur because the nerves and the chemical receptors can only react so quickly, and because nerves fire as light accumlates on the
    receptors. Since the receptors are moving quickly relative to the transmitting object, light rays from a given point are smeared across several cones/rods before the full processing of the image can take place. (Now, I'm simplifying because this isn't the place for a
    textbook on vision, but at least I know I'm simplifying.) In fact, there's nothing the visual cortex could do to remove the motion blur coming from our eyes, because the motion blur causes actual information loss! (It can (and does) do some reconstruction, but you can't fill in details that don't exist.)

    (Note in the portion I italized how he jumps from the "vision cortex" to "the eye"; the two are NOT the same and can't be lumped together like that in this context.)

    This simple error renders the entire second page actively wrong.

    Here's another, referring to interlacing:

    Using a succession of moving images, the two refreshes per frame fool us into believing there is two frames for every one frame. With the motion blur the eye believes we are watching a smoothly flowing picture.

    Uh, wrong wrong wrong. Interlacing was a cheap hack to save bandwidth. "Progressive scan" is universally considered superior to interlacing (in terms of quality alone), and many (such as myself) consider keeping interlaced video modes in HDTV to be a serious
    long-term mistake. It has nothing to do with convincing you you are seeing motion, in fact it has a strongly deleterious effect because you can frequently see the "combing"; that's why TVs have "anti-comb" filters. You don't see it as "motion", you see it as wierd "tearing".

    Like the TV, your Computer Monitor (if it's a Cathode Ray Tube) refreshes by drawing the screen line by line horizontally, but unlike the TV, a Monitor and Video Card doesn't add extra frames. If your screen draws at 30 fps, you will GET 30 fps.

    ALSO wrong. The computer monitor and video card will pump out X frames per second, period. It has to. If the CRT is going at 60 fps and the video card (as in the 3D hardware) is only pumping at 30 fps, every frame will be shown for two CRT cycles. What else is the video card (as in the rasterizer) going to display? You'd notice if the screen were blank every other cycle!

    CRT Monitors are considered 'Flicker Free' at about 72Hz for a reason, and simply put it's to compensate for the lack of motion blur, afterimages and other trickery we live with every day in TV and Films.

    Wrong again. CRTs at that frequency are "flicker free" because they pass the frequency the parts of our eyes more sensitive to motion (actually the peripheral vision, not the "primary" vision we're us

    1. Re:Some serious flaws render the piece useless by Creepy+Crawler · · Score: 3, Interesting

      I messed up the 'quote' delination by putting open-brackets instead of close brackets. Sorry for the jibberish post.

      This is the Visual Cortex adding motion blur to perceived imagery so that rather than seeing everything in great detail, we are still able to perceive the effect of motion and direction as we ride by. The imagery is smoothly flowing from one point to the next and there are no jumps or flickering to be seen. If the eye wasn't to add this motion blur, we would get to see all of the details still but the illusion of moving imagery would be lost on us, with the brick wall sort of fading in and out to different points. It's pretty simple to test this.

      >>This is idiotically wrong. This entire paragraph is predicated on the false assumption that our eye somehow has a "framerate" itself.

      It does. It's about 7000 FPS (+ or - for each individual).

      The way bio-psychs tested this is by taking a high-speed controllable projecter that ranged from 30FPS to 20000FPS. Subjects were lead into the totally black room with a mic. Then they were directed to look at the projecter screen by a red dot. Once the pattern started, the projecter took a spread of 3 seconds and at 1 frame put a number on screen. The average FPS for the subjects NOT to notice the number was about 7000FPS.

      >>>>(Either that, or the false assumption that our eye is basically a CCD with infinite discrimination, also wrong.) It does not. Our eye is fully analog.

      You just cant say that. The ion channels are directly countable and lead to a time based binary system like that of morse code. Not even biologists are sure about that.

      >>>>>(Go figure.) You get motion blur because the nerves and the chemical receptors can only react so quickly, and because nerves fire as light accumlates on the receptors. Since the receptors are moving quickly relative to the transmitting object, light rays from a given point are smeared across several cones/rods before the full processing of the image can take place. (Now, I'm simplifying because this isn't the place for a textbook on vision, but at least I know I'm simplifying.)

      It's not that the rods/cones (rods are black-white, cones are color) react quickly, it's the chemical breakdown takes a while. Take the simple theater test. Go from sunny outside to a theater room. You pretty much cant see anything. It takes about 15 minutes to FULLY 'charge up' the rods back to full usage. But when you walk out of that sucky movie ;-) , your eyes hurt (due to rapid depletion of rods) and your cones take effect very rapidly.

      Other side effects of bright light is that you cannot see absolute 'white' or 'black'. Similar with dark rooms, you cannot easily see color, as it takes high energy photons to allow you to see it.

      >>>>>In fact, there's nothing the visual cortex could do to remove the motion blur coming from our eyes, because the motion blur causes actual information loss! (It can (and does) do some reconstruction, but you can't fill in details that don't exist.)

      --
  7. Relative motion by alyandon · · Score: 2, Interesting

    FPS is important to FPS gamers because of one simple fact... relative motion.

    If you have something travelling at a velocity of 600 pixels/s on your screen (not uncommon for objects in FPS games) it is much easier to track it at 100 FPS (relative motion of 6 pixels per frame) than 30 FPS.

  8. sorry murdock, but you are wrong. by LittleBigLui · · Score: 2, Informative

    Nowadays, movies are INDEED filmed with 24 frames per second and therefore are also projected with 24 frames per second. But, the frames are shown multiple times (i think two is standard, but i've heared about three, too).

    And no, the film doesn't have to have the frames on it multiple times. The transport mechanism in a projector works like this: light off, move the film forward to the next frame, stop, light on, light off, move forward, stop, light on, .....

    Now, instead of having ONE phase of light during a frame, modern projectors have TWO or THREE of them:

    light off, move forward, stop, light on, light off, light on, light off, move forward ....

    at least thats what i learned in school ;)

    --
    Free as in mason.
  9. the truth is... by edmz · · Score: 3, Funny

    ...the are trying to compensate for something.

  10. Timing is important by kasperd · · Score: 2, Interesting

    If you are to look on a CRT screen for a long time, you certainly want a high refresh rate. How much is required to be enough probably depends on who you are, but 75Hz is not enough for me. But I can hardly tell the difference between 85Hz and 100Hz. I think 100Hz is enough for most people.

    When you have chosen a refresh rate, the optimal FPS is exactly the same number. Generating more FPS is waste because it is just gives worse quality. You would either be skiping frames, which harms animations. Or you would be showing parts of different frames at the same time, which gives visible horisontal lines, where the two parts doesn't match. And yes, you will spot those broken images even when only shown for 1/100th of a second.

    But generating 100 FPS and showing 100 FPS is not enough, you have to ensure each frame is showed exactly once. It requires a litle help from the graphics hardware, but nothing that is hard to implement. Having a litle extra processing power is important, you must be able to produce ever frame fast enough. You don't want to miss a deadline because occationally one frame takes just a litle more CPU time to render.

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  11. Is there anything correct in that article? by zenyu · · Score: 2, Interesting

    I don't even play video games and I know the reason you need high FPS has nothing to do with the framerate at which you meld seperate frames into motion. It's all about response time. When the game can render at 500 fps it means you have to wait 1/76+1/500+'AI time' seconds for a response to something you do on the controler. This assumes your refresh rate is 76 hz. The 1/76 is fixed by your refresh rate because unless you can do the entire redraw in the vertical retrace period and have dual ported RAM on the video card you need to double buffer. Some rendering engines, not designed for games, are actually triple buffered for better throughput. Video games are all about response time, and here you you will sacrifice 1000 fps for that 500 fps to avoid adding an extra 1/76 to that timing sum. There of course is a certain point at which that number is high enough that you don't need to double buffer, in reality those nv FX-2000's and ATI 98xx's are way to slow to approach that kind of framerate with the visual quality people want.

    TV has an effective framerate of 60fps*, movies are 24 and cartoons are usually 12 fps. Those can all show motion just fine as long as you don't move things too fast for the medium. The average PC monitor has a refresh rate under 90hz, not really much better than the 60hz of television, so you still can't let an object move as quickly from one side of the screen to the other as we can perceive it in real life. As someone mentioned setting the refresh rate ate 72 or 80 or whatever doesn't make your eyes hurt has nothing to do with our motion perception. In normal office use you want to set this as low as possible while still avoiding flicker so that you don't waste cycles on displaying that one character you just typed into emacs a few ms faster. If you are playing a game you want to set it as high as your monitor will take it (up to 120hz at decent resolution on some monitors), while still keeping this number below the number of frames the game can render per second so that it doesn't have to show the some frames twice and mess up the motion.

    Film in a projector does not flicker like a monitor running at 24 hz. The reason a monitor flickers is because the phosphor brightess decays. A film screen is fully lit while the film is in front of the light. It flickers simply because it the time it takes to change frames is not zero, doubling the frames to 48 frames per second would increase the time the screen was dark between frames.

    *yes TV has 30 'frames' but this is just how many times you redraw the phosphors, as far as motion is concerned you have 60 seperate images representing 60 different snapshots in time (assuming this is really shot as TV and not an up-converted film). Your eyes don't care that the samples are offset, it is not like you ever see one moment with the same receptors as the next, they need a regeneration time before they can sample again. And they are not synchronized at an specific FPS so the flicker explanation was all wacky. The reason you see those nasty line artifacts when watching TV on your computer without a decent TV application like 'tvtime' is because simple TV apps like XawTV are showing two fields sampled at different times at the same time. Often for a variable 2-3 frames if your refresh rate is between 61 and 89 hz. If you show those in the standard 60 hz interlaced with a TV compatible resolution you won't see those artifacts outside a freeze frame, though you will get more flicker than a regular TV because the phosphors in monitors decay faster to avoid ghosting at the higher frequency and contrast they deal with.

    Again, CRT flicker has nothing to do with frames rendered per second(fps), and everything to do with how long lasting the phosphors are with respect to the screen refresh rate. Film projector's flicker is a completely different beast. Heck LCD flicker is completely unrelated to refresh rate and has everything to do with your backlight's balast(flourescent) or temperature(halogen). FPS above about 50-60 fps is all about res

  12. The REAL difference between film and games. by iq+in+binary · · Score: 2, Insightful

    The argument that 24 FPS should be enough for every medium is false, and here's why:

    The reason film projection can smoothly present video is because the blur on film caused by movement of the target on a slow-shutter camera. This blur actually helps because when displayed with 24 other frames in one second (all having the blur effect themselves) it looks rather fluid. Even digital movie cameras accomplish their video quality using the same trick.

    Video cards however, do not have the luxury of using this trick for video games. To show the movement of an avatar, for example; every single measurable instant of movement must be rendered for each measurable instant. Those instants are misleadingly called "frames". Achieving higher framerates is actually critical for good gameplay because there are more instants in a given amount of time. That's why low fps seems to feel sluggish on some games because 15/20/25/etc. instants are certainly not enough to show fluid movement. I myself feel right at home right around 75 fps on any first person shooter or what not. This is because the human brain registers information from the brain at about 75 Htz (at least that's what I was taught).

    So, next time you hear "24 fps is all you should need!", you can tell them why it's not.

    --
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  13. Grammar? by JonoPlop · · Score: 4, Insightful

    I tried to RTFA, but I fainted mid-way during the first paragraph.

    ...computers are tested for there ability to improve frame rates in games.
    ...heard from your friends about the latest drivers for there system...
    ...gave them an extra 30 fps over there old card...

    (They're all from the one paragraph introduction...)

  14. Well for me personally... by psxndc · · Score: 2, Insightful
    Higher FPS means it can just handle more stuff happening on the screen at once. I don't need super whopping detail to start, I just need the game to not turn into a slideshow when 5 grenades explode around me at the same time. A video card that generates higher FPS means instead of 5 grenades it can handle 7, or 9, or 11 ad nauseum. Once it can handle a good amount of "stuff" on the screen, bump the resolution up a little or add more detail and we're back to only handling 7 grenades. Is this acceptable? Personal preference. Tweak up or down, lather, rinse, repeat.

    psxndc

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