Framerates Matter
An anonymous reader writes "As more and more games move away from 60fps, the myth of the human eye only being able to detect 30fps keeps popping up. What's more, most people don't seem to realize the numerous advantages of a high framerate, and there's plenty of those."
The article notes about motion blurring, and links to NVidia's page about it's technology. The last figure shows a terrain with full-screen motion blur effect, which in my opinion is pretty important in games to create that feeling of speed. People usually object against this and bloom effects and just want a sharp picture, but maybe some games have taken it too far. It's important none the less, even if it's not all sharp picture, because your eye picture isn't all that sharp either and you experience the same blur.
Not sure how much it matters to sales, though.
In fighting games you need 30FPS period.
There are books for Tekken and the like that have frame data for every move.
Input any lag into the equation and what might be safe of block, might not, costing you the game.
./'d already...
LCDs are hold-type displays which create motion blur when you follow a moving object on the screen. This can be avoided by modulating the backlight or by increasing the number of frames per second, if the LCD can keep up with the frame rate. Some high-end TVs already interpolate video frames four-fold, i.e. they create 3 interpolated frames for every actual frame delivered by the video source. This technique combined with backlight modulation creates very noticeably smoother motion. Unfortunately this technique is not suitable for interactive sources due to the unavoidable delay created by the interpolation. In conclusion: 60fps? Give me 120fps and we can start talking about finally replacing the CRT on my desktop.
I myself used to play Counter-Strike (classic), and I can tell you both FPS and Ping made a HUGE difference in that game to the point that my score would increase as I connected to servers closer to home and used OpenGL instead of DirectX (since OpenGL almost doubled the FPS at the time).
Now, I wasn't an expert but I did play a whole lot. I think you ask most serious players and they would agree the impact of both...
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There ARE many! Not, there's many.
Looks like it's Slashdotted already. Here's the cached page: http://74.125.47.132/search?hl=en&q=cache%3Awww.significant-bits.com%2Fframerates-do-matter&aq=f&oq=&aqi=
By "Doom" do you mean Doom (1993) or Doom 3? If the former, I never saw this effect while playing the game on MS-DOS (vanilla version), Mac (Ultimate Doom), or GBA.
HOWEVER
The human mind is evolutionary designed to make instant assumptions. Cat in mid air facing us = DANGER. No "Is it dead and being thrown at us?" No "Is it a picture?" As such, video games can quite easily take advantage of this evolutionary assumptions and trick the MIND, if not the brain. into thinking something is real.
So while a higher frame rate will increase the quality of the game, it is not essential. It's like getting gold plated controls on your car's dashboard. Yes it is a real increase in quality, but most people would rather spend the money on a GPS device, real leather, plug-in-hybrid engines before you get around to putting gold in the car.
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Avatar had a lot of flickering because of the frame rate. The flicker gets more obvious with 3D and Imax. Apparently there is talk of going to 60 frames for projected movies but I wouldn't hold my breath since theaters are already squealing about switching to digital projection and 3D. The technology is becoming available but I'll be surprised if they try to deploy it before the 2020s. Too bad because it would make a massive difference for action films especially 3D. With talking head pictures you'd never notice the difference.
It bugs me that 10 years ago I could play serious fps's and hit 100fps and actually see that on my monitor. It made a huge difference for the kind of competitive precision I was hitting.
My fancy new(ish) wuxga monitor has plenty of pixels, but 60fps feels real choppy to me.
I see some of these future 3d lcd's claiming 480Hz... is there a good inexpensive desktop monitor that can do 120Hz?
I couldn't agree more. That Internal Server Error looks way better at 120 Hz on my 45" HD display.
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the biggest reason to go for the highest frame rate possible is headroom. If your framerate is 30 at best, it'll dip down to 10 sometimes. If it's at 120 optimal it can dip down to 30, and still be playable.
You can tell the difference between 30 FPS and 60 FPS.
The way I tested this was I made a 2 second video in flash, a circle moving from the left side of the screen to the right side. 60 frames. Run it at 30 FPS.
Then I made a second 2 second video, same exact positions. 12 Frames. Ran it at 60 FPS. Asked me, and all of my surrounding classmates, which was about 24 students IIRC.
100% of us noticed a visible difference in the smoothness. Whether our eyes were making out each individual frame perfectly or blurring some together to create a smoother effect, it was irrelevant since there WAS a noticable difference. I was going to slowly bump the 30 and 60 FPS up higher and higher to see at what point the difference is not distinguishable, but I got lazy (High school student at the time.)
The point I think most gamers would agree on is that more frames per second are nice - but that 30 frames per second are Necessary. You can occaisonally dip down to 24 and be alright (24 is supposedly the speed that most Movie theatres play at) - but when you get around 20 or so its really does take away from the experience.
Whoa, the motion blur image with the birds and the mountain is nice, what game is that screenshot from??!!1
The difference is very minute, but I've noticed if you play an fps with no vsync, 30fps is ok, but if you're doin around 100fps, then you notice the tearing. I'm sure everyone knows what I'm talking about, but if you enable vsync, and then look at the difference, of course your monitor hz comes into play, but there is very slight fractions of a second you notice, such as dude lookin away from you, then all of a sudden he's looking at you (30 fps) But at max fps your monitor can support + whatever your vid card is kickin out, you don't just notice the guy looking away and then looking at you, you notice the guy looking away, and then the fraction of a second it takes him to TURN and look at you. You can see that turn. No vsync, and it was probably a tear, but it is still there, and having won a fps tournament, I can tell you it does matter.
I had a friend who was bothered by anything less than 60fps.
The screen looked "stuttery". He would take a lower resolution to maintain 60fps.
We could verify this in one game with a built in frame rate command.
This is like the "myth of the g spot" post a few days ago. sheesh.
She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
I mean, all you have to do is convert a regular 24FPS movie to 120Hz and you can see the massive difference that framerate makes in the smoothness of playback. That said, I am generally comfortable with 30FPS when it's consistent. Little in gaming is more annoying than seeing framerates adjust from scene to scene. Try watching a movie like that...
Can we edit the post to tell people that no matter what their FPS meter says that they cannot display more frames per second than their monitor can draw? It seems to be a widespread myth that a game showing '500FPS' is actually drawing those to a 60hz monitor.
Also... Isn't the minimum FPS for fluid motion something like 23.4? Not 30.
Personally I get annoyed by the fact that although they've invented HD (woohoo) they're still shoving it out at only 24 or 25 FPS. To me, this looks really jittery! I wish they'd go up to 50FPS for HD.
Watching Avatar in 3D seemed to accentuate that problem. I'm not sure how they do the whole left/right thing in terms of projection, but it seemed to me that the left/right image was shown alternately and at nothing like a high enough speed for me to perceive it as fluid motion. Did anyone else notice this?
The 30-fps-is-all-you-can-see myth was probably born of the notion that the illusion of continuous movement starts to set in around 25-30fps (in film for example). Therefore actually 30fps is the minimum you need rather than the maximum you can perceive.
I could tell in a glance the difference between 72fps and 100fps (both common refresh rates that translate to the max fps when v-sync is on) in Counter-Strike just by briefly moving the mouse to pan the scene.
This site has had the definitive explanation on this issue for a long time, along with many other useful faqs: http://www.100fps.com/how_many_frames_can_humans_see.htm
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From my own experience its not so much a specific constant frame rate as it is the fact that the frame rate fluctuates. If all game developers made sure that their games NEVER dipped below 30fps during major action (fps obvs) that would be fine, but when 30fps is the average between 45 and 15 fps we have a big problem. Heck, even a drop form 60fps to 30fps is noticable and disconcerting. I bet if you were to hook players up to a machine that could measure emotional responses you would find that sudden drops in framerate elicit strong negative responses which negatively effect performance.
Now I can justify another $1000 worth of hardware to my wife, to play the same game I can get on a $300 console.
She gets it. I'm the Computer Guy. I know how it works. I know what is needed. I know how to keep her from not being able to play Farmtown. Or is it Fishville? hard to keep up with the Facebook privacy violations/games.
Ya gotta have priorities.
deleting the extra space after periods so i can stay relevant, yeah.
LCD framerates being capped have confused the issue, but on a CRT there's was more than one reason the minimum should be 72. Then one day a friend suggested bumping it to 100 for better gameplay (Quake). I thought he was nuts, but I tried it and dammed if I didn't start making shots that I had been missing previously. Or at least thought I was missing! The difference was quite notable.
While this is probably on the upper end, it does happen. Also this is after many years of intensely competitive play, which will develop specific skills. [No, I don't strafe around corners in real life.]
That said, games have been getting slower and slower over the years. Modern titles just aren't at that warp 12 pace now, which is probably for the best given the limiting factor of LCD panels.
if you use one half of the 60fps for each eye, you have 30fps in 3d... that's probably one reason for the drift back to 30fps.
If Pandora's box is destined to be opened, *I* want to be the one to open it.
The 30fps myth is simply an over simplification. The eye+brain starts to naturally perceive movement at around 10fps, usually a little lower. Motion usually starts to appear smooth somewhere between 15 and 25fps though it depends on many factors other than just the framerate (smoothness of the frame rate, relative change velocities of objects (or parts thereof) in the image, absolute colour and tone, colour and tone contrasts within the image, the existence or not of dropped frames and other inconsistencies, ...).
People often take this (the "15 to 25fps" bit, ignoring the "depending on..." complications) as meaning there is no need to go above 30fps, and in many cases there probably is no need, but in a number of conditions a higher framerate can affect the perception of movement quite significantly especially for fast moving objects/scenes.
Nearly everyone these days uses LCD monitors that have a pathetic maximum of 60hz display at HD resolutions (I think because of DVI spec/bandwidth limitations, Whatever moron invented DVI needs to be shot because of that).
I still have an analog CRT monitor that supports much higher frame rates at HD resolutions which gives a very noticeable edge when playing twitch-games like Unreal Tournament.
I never understood why people claim framerates above 60hz are better when their monitor is only capable of displaying 60hz at the resolution they play at. The only difference that framerates above 60hz (i.e. vsync turned off) is obvious tearing. You're still getting an actual 60hz framerate because the monitor, regardless of what the PC is doing.
The brightness of the image and ambient lighting makes a difference. The more light that goes into your eye, the faster it responds. I run 1600x1200 @ 62 Hz interlaced, and sometimes I notice flicker. When that happens I close the shades, and the flicker goes away.
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There were a lot of studies done a long time ago, and there are some very accurate psycho-visual computer models of the human visual system. I had the pleasure of working with the Jeff Lubin model when I worked at Sarnoff Corp, which won an Emmy Award back in 2000.
The 30 fps requirement is not a fixed point, but depends upon a lot of other factors, including viewing distance, field of view, and lighting conditions. The reason that film operates at 24 fps is because it is expected to be viewed in a darkened room. When film is trans-coded for TVs, they have to modify the gamma for a normally lighted viewing area or it will look bad. NTSC TVs are interlaced, displaying 60 fields per second, even though the frame rate is 30 frames per second.
Bottom line is that this article should include the environmental factors under which this point was made.
15 FPS vs 30 FPS vs 60 FPS. This is a visual representation. There are points made, however, that when you watch a movie, the image is "softened" and runs at a lower framerate [something like 24 or 25 FPS?] because your brain helps "fill in the gaps" or something of that sort. Pretty interesting stuff.
Hmm... I don't accept that premise, either on the PC (where midrange graphics cards can easily pull 60fps with any game on the market now) or on the consoles (where framerates are only going up as PS3 and 360 development matures).
I think that this article (or at least the summary) is a bit of a strawman. Most of the gamers I know recognize that good framerates are important.
Everyone says a "framerate" (i.e., sample frequency) of 44.1kHz is all that is needed. Yet many people hear better imaging, depth and transparency at higher sample rates.
For a high speed game like Quake even 60fps is totally unplayable and there's a massive difference between 90fps and 120fps. I consider 120fps the minimum for Quake and for that reason I continue to use a CRT. If you put my CRT at 120Hz+120fps next to a 60Hz+60fps LCD the difference is night and day and the LCD looks extremely choppy. You don't even have to do a side by side comparison and if you're used to playing at 120fps on a daily basis then you'll instantly see the difference when you see the game running at 60fps.
People who think you can't tell above 60fps have obviously never done any sort of valid comparisons because the difference is extremely pronounced. Research done by Sony found that "240Hz is the perception limit for the degradation of motion image quality for the human eye in following natural images" (Journal of the Society for Information Display Vol 15.1). I suspect there would be a noticeable difference between 240fps and 120fps but I've never had the opportunity to compare.
These comments are all in the context of playing Quake which is a very fast moving game so there is a large difference between each frame. If you play a much slower game then the difference between each frame will be significantly less, in which case 30fps might look absolutely fine. However, just because some games look fine at 30fps doesn't justify the whole "the human eye can't perceive above 30fps" idiocy.
Really high frame rates (say 100fps+) from the SOURCE and display are the only way that we're going to get rid of flicker and all type of blurring for good. Even a perfect display technology which has incredibly fast pixel refreshing will still either flicker or blur (depending on how much black is inserted between each frame), *unless* the source is higher than around 60fps. Future OLED tv will be in this position soon.
Disregarding flicker and blur, 60fps and especially 120fps rates provide silky smooth graphics which really improves over the horrid 30fps rates everyone has had to endure for so long. It bugs the heck out of me that films still only use 24fps. Yes I know each frame is a motion blur of the past 24th of a second, but it would be much nicer to just have a higher frame rate to begin with.
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it does not matter, if the game reacts in the first frame of 30fps or 60fps
It may be true that high framerates are a good thing, but the linked article is rubbish - the author's arguments are really very stupid.
For every problem, there is at least one solution that is simple, neat, and wrong.
That it isn't framerate which matters, but the color/luminosity delta.
Light impinging on the eye produces a chemical reaction; naturally, it takes some time for equilibrium to occur in the rods and cones. The greater the light change, the faster the reaction occurs. This means:
Smooth gameplay is not just about framerate, but a decent framerate (i.e. > 60 Hz) is the essential foundation on which FPS and flight simulator games depend. Though it's only my personal opinion, a game with a low, or jittery frame rate is much less playable than a visibly pixelated one. The eye is very capable of approximating missing lines, completing shapes, etc... but much poorer at interpolating missing frames.
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The real problem with low framerate is controller lag. I had a copy of Unreal Tournament 3 for my PS3, which had the amazing distinction of allowing you to use a compatible keyboard and mouse combo instead of the regular sixaxis controller. As a die-hard FPS gamer who had been resisting an expensive PC upgrade, this was welcome.
Unreal Tournament 3 for the PS3 is pegged at 30 FPS. The result when used with a kb+mouse was horrible controller lag. It was as if the view angle attached to the mouse was on rubber band that would stretch during a quick mouse move and then snap back into position.
When I tried the sixaxis, the controller lag wasn't noticable at all. My best guess at this was because the joystick-controlled view had a finite acceleration, rather than from any hardware lag. The keyboard, mouse and the sixaxis were all bluetooth connected. Using the same mouse on a PC game playing Quakelive showed no signs of lag. The sixaxis just isn't capable of the whiplash movements that a mouse is, so it couldn't show the same responsiveness issue.
The kb+mouse combo was still an advantage, but for a PC gamer, it was crippling to adjust to the laggy feel.
I'll have to try out some of the PC games that end up in the sub-30 FPS range to see if I can reproduce the same feel.
I am a visual neuroscientist (IAAVNS). The standard idea of refresh rate comes from CRT based monitors where the image is drawn by a scanning electron beam. If you use an instrument to measure the instantaneous brightness at a given point on the screen it will rapidly peak as the beam swings by, and then decay as the phosphor continues to release absorbed energy in the form of photons. Different monitors have different decay rates, and, typically, CRTs that were designed for television use have pretty slow decay rates. CRTs that were designed for computer monitors typically have faster decay rates. If the decay rate were very very fast, then the hypothetical point on the screen would be dark most of the time and only occasionally very bright as the beam sweeps by on each frame.
As you can imagine this highly impulsive temporal profile is hard to smooth out into something closer to the constant brightness of the world around us. The human retina has an inherent dynamic response rate to it, but it's actually quite fast, and there have been studies showing clear responses in higher order visual areas of the brain up to 135 Hz. But standard phosphors used in CRTs have a little smoother response, and so at more-or-less 80 Hz, the brain stops seeing the flicker (at 60 Hz most people see flicker on a computer monitor). The exact refresh rate where perceptual blurring happens (so the flickering goes away) varies widely between individual, and with the exact details of the environment and what is being shown on the screen. More-or-less at 100 Hz refresh, no one sees the flicker anymore (although the brain can be shown to be still responding).
Contemporary screens, however, are LCD based (I'm going to ignore plasma screens since the field is still working out how they interact with the visual system). Making the same experiment as above, the temporal profile of brightness at a given spot on the screen will look more like a staircase, holding a value until the next frame gets drawn. This is a far, far smoother stimulus for the visual system, so a 60 Hz frame rate produces a perceptually far more flicker-free experience. That's why most CRTs at 60 Hz make your eyes bleed, while LCDs at 60 Hz are just fine.
Except that newer LCDs have LED backlighting which is no longer constant, but flashed (WHY? WHY? WHY? Just to save some power? Please, computer manufacturers, let *me* make that decision!), so the experience is somewhat more like a CRT.
So that's one part of the equation: flicker.
The other part of the equation is update rate, which still applies even there might be no flicker at all. Here, we have the evidence that the brain is responding at up to 135 Hz. In measurements made in my lab, I've found some responses up to 160 Hz. But the brain is super good at interpolating static images and deducing the motion. This is called "apparent motion" and is why strings of lights illuminated in sequence seem to move around a theater marquis. The brain is really good at that. Which is why even a 24 Hz movie (with 48 Hz frame doubling) in a movie theater is perceptually acceptable, but a 200 Hz movie would look much more like a window into reality. On TV you can see the difference between shows that have been shot on film (at 24 Hz) versus on video (at 30 or 60 Hz). Video seems clearer, less movie like.
For games, 60 Hz means 16 ms between frame updates -- and that can be a significant delay for twitch response. Further, modern LCD monitors have an inherent two or three frame processing delay, adding to the latency. As we know, long latency leads to poor gameplay. Faster updates means, potentially shorter latency, since it is a frame-by-frame issue.
So, just as with audio equipment where inexpensive low-fidelity equipment can produce an acceptable experience, while a more expensive setup can create the illusion of being at a concert, so too inexpensive video equipment (from camera to video board to monitor) can produce an acceptable experience, while a more expensive setup can create the illusion of visual reality.
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The shutter speed is independent of the framerate. Film cameras don't have a fixed 1/24th second shutter speed, just like a video camera doesn't have a fixed 1/30th (or 1/60th) second shutter speed.
Sure it is hard to tell the difference between 30 and 60, but in a very high speed game FPS or fighting game, or even your super mario type people feel the difference.
This is compounded by the fact that almost all games are double or triple buffered.
For example double buffering:
Frame 0 = Computer logic is here, think of things like I move the controller or mouse. Also draw stuff to the back buffer.
Frame -1 = This is the frame you actually see
For triple buffering:
Frame 0 = Computer logic is here, think of things like I move the controller or mouse. Also draw stuff to the back buffer.
Frame -1 = This is waiting in the off buffer
Frame -2 = This is the frame you actually see
For double buffering plus deferred draw(many games do this)
Frame 0 = Computer logic is here, think of things like I move the controller or mouse. Also schedule stuff to the to draw.
Frame -1 = This is being drawn to the back buffer
Frame -2 = This is the frame you actually see
For 30 fps the delay from what you do to the game controls to what you see is usually 100 milliseconds.
For 60 fps the delay from what you do to the game controls to what you see is usually 50 milliseconds.
fwiw, the reports I read of folks that watched showscan movies ( http://en.wikipedia.org/wiki/Showscan ) 20+ years ago overwhelmingly said that the higher framerate gave the films an level of realism that they'd never seen in films before.
and here I thought investing in hardware to run Crysis at 60 fps was a waste of money...
Movies would lose their dreamy movie-like quality at higher frame rates and would look like they were filmed on cheap video cameras. Most HD TVs today have hardware to generate more than 60 fps, and it's usually turned on by default. It makes movies look horrible! It's great for sports, but terrible for dramatic content.
There are plenty of TVs on the market now that take a 30 FPS source, and then create frames in between. Many LCDs are offering 120 HZ and 240 HZ models. I've heard some new Plasmas are bragging about 600 HZ.
Does it matter if a game only provides 30 or 60 FPS, if the TV is actually refreshing at 240 HZ?
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If you were an adult at that time, you would start suing everyone putting up Geocities page with the same purpose on the internet for free, on the grounds that they are distroying your business model.
and your name would probably end with "AA".
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I recently bought Jade Empire on Steam, and when I started it I could tell right away how choppy everything was. Seems by default it runs at 30fps. Tinkered with the config file to unclamp it to 60, and everything became much smoother.
more accurately - most film cameras don't have a notion of a shutter 'speed'.
The film roll still goes by at 24fps, but the actual shutter is a wheel. That wheel can have various sizes of gaps (to increase/decrease exposure *time*) and sizes (to produce specific motion blur effects; e.g. an object leading its own motion blur path requires a small shutter opening at first, ending in a large shutter opening). You use fairly sensitive film and a small shutter gap, and you'll get nearly motion blur-less shots like that of Saving Private Ryan (watch explosions in that film and every speck of dirt that gets thrown about appears almost razor-sharp; some find this objectionable). Heck, you can even expose twice per frame if you want to get all experimental and stuff.
That said.. you can't - short of electronic shutters - expose for -more- than the film's fps, though. A bit under 1/24th of a second is the most you'll get (that 'bit' being required to transport the film to the next frame).
Anyway.. wiki: http://en.wikipedia.org/wiki/Rotary_disc_shutter
IF the display can actually display them (most display 60fps). I agree with TFA in that it compares 30fps to 60fps, a lot of people don't consider 60fps to be a 'high' framerate.
I constantly hear arguments that some people want 120 fps or higher, on their LCD monitor that can only display 60 fps, which is not reasonable.
as Quake players have known this for over a decade..
A film camera shooting at 24fps typically has an exposure of 1/48 of a second. The other 1/48 of a second is used to move the exposed bit of film out of the way and to position the next bit of film in the gate for exposure. This is referred to at a 180-degree shutter, since the shutter is open for 1/2 of the 360 degrees of the camera movement's rotation. When the film is shot overcranked-- at 48fps or 72fps or whatever for a slo-mo effect-- the shutter is still usually 180 degrees, so the motion blur looks about the same when played back at 24fps.
Your test doesn't indicate as much about frame rate as it points to flaws in your rendering technique.
With accurate motion blur, your viewers would have a very hard time telling the difference between 24fps, 30fps, and 60fps.
The problem with modern computer games is that they are trying to be too realistic. Being distinct from realtity is the true value of ant game.
I'm a neuroscientist that covers sensation and perception and its bidirectional interaction with cognition, particularly attention. I've got comments and questions and very few answers after reading this. I'm seeing a lot of things stated as facts that I've never heard of before. Some of them make sense, and some don't. Some of them are correct, some not, and many more than the others combined I have no experience in and can't say. Those seem to be well supported, or at least well known, particularly among those who've obviously done their homework. I can find references to these among the publications (like ACM) that are most applicable to the field in question, but I can find precious little in my customary pubs and books. That's not to say the stuff in the technically oriented pubs is wrong, just that some may not be covered much (ie. 'not of interest') in my field. My field is very cautious about experimental evidence, but I suspect in gaming's perception area there are common knowledge kids of things that came from hear say (we have many of those in rocketry too). It might do well for both fields to compare works.
What catches my eye at first is this "myth". As stated it's overly simplistic. Which humans' eye? Some have different reaction times. Those who could probably detect 30 fps discontinuity are those who see the TV screen jiggle and waver when they chew something crunchy while watching (you know who you are, here's a place to own up to it). What part of the visual field, central or peripheral? They operate differently. Jittering or blurring of objects attended to or not? Betcha it happens more to those not attended to, but that's not noticed for the same reason (hypnosis can bring that out right nicely). And how is it frame rates matter when the visual system evolved as a constant flow analog system? If a phenomenon that shouldn't make a difference does, and that frame rate is strictly due to technical considerations, how do we know that a variable frame rate might not give even better results? Since the visual system does not have full-field frames that refresh, why should artificial presentations? Why not present faster moving objects at a high change rate, slower moving at a slower rate, more or less a timing equivalent to some video compression techniques? Some of this makes good sense from my perspective, some appears goofy but may not be, and some clearly is whack according to well supported experimental evidence from my side, not sure about yours.
Here's an interesting one, apparent motion from blurring, occurring at the retina, ostensibly due to 'reaction time' of light receptor cells (rods and cones). I can see how this might occur. But if it's a time lag that causes blurring, everything should be blurred, because the layers of cells of different types in the retina between the receptors and those firing down the optic nerve operate strictly by slow potentials -- there's not a 'firing' neuron among them. Or, if their processing, though slow, accounts for motion and compensates, preventing adding to the blurring, how can that be used to increase apparent motion?
A last point which I'm fairly certain isn't covered in gaming and graphics presentation because very few know much about it and we don't understand it well: 10% of the optic nerve is feed-forward, top down control or tuning of the retina and its processing. Motion perception can be primed, can suffer from habituation, and has variance in efficacy according to several factors. What cognitive factors have an influence on this, and how can that be used to improve motion perception and/or produce motion perception that's as adequate as what's being used now but requiring less external computational effort because internal computation is being stimulated.
It's probable that both fields have things of interest and use to the other, including things the other isn't aware of. I've said much the same following another article on a different subject. From this one I can see it's probable there's a few peoples' careers worth o
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I think it's a foregone conclusion that 60fps looks smoother than 30fps. However, it also matters for game input for fast action games. 30fps means that you have a maximum latency of about 33ms, or an average of about 16ms between when something happens and the time you could possibly observe it. 60fps cuts that in half, and removes about 8ms of latency on average. Two players being equal and having equal network latency and bandwidth, the one running at 60fps will edge the other out by a small but significant margin.
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The problem with modern computer games is that they are trying to be too realistic. Being distinct from realtity is the true value of *any* game.
I do photography, so I'm not a film expert, but I don't think that It's necessarily true, as you claim, that in movies the film is always exposed for the 1/24th of a second at exists between frames. I would imagine that depending on scene lighting, desired exposure, desired depth of field, and other conditions, the exposure time could be anything from the upper limit of the camera's shutter all the way down to 1/24th of a second.
On a related note, if you're shooting at less than 1/60 of a second, you're likely to see blur in action scenes. If you wanted to eliminate blur from actions scenes in your movie, you'd probably need to be shooting at shutter speeds of 1/120 of a second or higher.
saying "no one can see above 60FPS" is bunk... you can't say that everyone is the same intelligence...
I've always been able to tell a difference between 60FPS and around 75FPS is where I can't see a greater difference...
Not sure if that is because i've played video games since I was 10, or what... but i've always been able to tell the difference - except above around 75FPS. I started noticing this over 10 years ago with GLQuake.
My parents have a 60 Hz LCD TV that has adjustable levels of motion smoothing. I can tell when the motion blurring is turned on because some parts of the movies just don't look "right". But, most of my family can't tell the difference - they just don't see anything change.
Back when we played in the Counterstrike league (before and around when 1.0 came out), a simple raise from 30 fps to 60 fps dramatically rose my kill/death ratio. ”nuff said.
The other thing that dramatically made me better (some years later): Going from a cheap wireless mouse to a good wireless mouse, to a great wired mouse (Razer Copperhead right now). (Also, if you still have mouse acceleration enabled, please go and disable it right now. :)
Online I always prefer 1. more frames 2. faster ping and 3. higher resolution, over better graphics. Only over 60 fps it stops making sense, because it does not change anything anymore. Same thing with a DPI above what my eyes can see. (Got 120%, so that’s pretty high.)
Any sufficiently advanced intelligence is indistinguishable from stupidity.
This granularity helped to smove out movement, including Mario's beloved jump.
A new techincamation term? Nice to see former President Bush got a gig as a copywriter.
"I believe in Karma. That means I can do bad things to people all day long and I assume they deserve it." : Dogbert
Movies are 24 fps because film is expensive.
When Showscan (which, after a 2002 bankruptcy and acquisition, now just does ride films) was developed, they did blind tests in theaters to find out how fast the frame rate had to be before people couldn't detect any improvement. The threshold turned out to be in the 75-100 FPS range. "Peak emotional involvement" was around 72 FPS. Commercially, Showscan used 60FPS film, which was a compromise between indetectability and projector wear.
James Cameron, the director, talks about FPS in Variety. He knows 24FPS is too slow, and wants to get to at least 48. "Maybe on Avatar 2", he says. He points out that the NBA did the All-Star game at 60FPS (transmitted to theaters) and that was very well received. He points out that doubling theater resolution doesn't do much (only the first few rows are close enough to the screen to see the extra pixels) but increasing the frame rate is noticeable to everyone in the theater. With digital 3D, 24FPS strobing is now the weak point for the quality of the experience.
Cameron: "If every single digital theater was perceived by the audience as being equivalent to Imax or Showscan in image quality, which is readily achievable with off-the-shelf technology now, running at higher frame rates, then isn't that the same kind of marketing hook as 3-D itself? Something you can't get at home. An aspect of the film that you can't pirate."
With Cameron pushing for higher frame rates, it's going to happen. He'll figure out a way to use it, too; with high enough frame rates you can have fast, clean pans without strobing or blurring.
TimeSplitters 2 was the first 60fps game i ever played - it gave me motion sickness, something that had never happened before in over 15 years of playing video games. I'd say that was pretty important.
Actually, items #1 and #2 are pretty far off the mark.
"The framerate of a game is usually directly tied to the processing of its logic." That really shouldn't be the case. Working on top-end race sim games back in the mid-90's, the very first mission statement was to have separate input, logic, and graphics threads so as to decouple these issues.
We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
Not just there: higher FPS=faster response.
You see a picture. 1 frame old.
You react. 1 frame passes.
You see the result. 1 frame old.
So you have three frames possibly in your reaction delay. 30fps goes to 90fps to "get" 30fps reaction.
Especially with FPS (shooters) where you may have fine control with the mouse to get a headshot on a distant target while strafing.
Makes a lot of difference.
FWIW, we do high rate visual studies in my research lab at school. When using isochronic stimuli (in other words, the amount of time between frames is exactly equal), then the 30 Hz rate does seem to be a good approximation of fusion for most individuals. However, if the frames are nonisochronic, and are jittered by even a small amount, then the brain is capable of detecting rates upwards of even 60 Hz. So speed isn't exactly everything, there is an element of quality that should be considered as well.
They have an interesting page about the question of "How many frames per second can the human eye see?"
120hz displays make a lot of sense in the near term, but even that frame rate may be woefully inadequate for providing a true, indistinguishable from reality VR experience. (Of course, it will be a while before the resolution and color reproduction also catch up, but it is an interesting topic.)
In any case, no one really knows what will be enough, but 24fps is certainly not. 120hz displays will be a great improvement, both for gaming and video. The latter, because both 24fps movies, and 30fps video (or perhaps 60 fields/s interlaced) divide into it nicely. (If you want to be pedantic, it isn't exactly 30fps, but it is close enough, and even PAL would look better.)
Audio is different from video. People who "hear better imaging, depth and transparency" at higher sampling rates are either imagining it, or using equipment that does not operate properly at 44.1/48.
Blind test, year long, trained audio professionals and musicians. Random chance results at telling the difference between 24-bit/96kHz audio and 16-bit/44.1kHz audio:
http://mixonline.com/recording/mixing/audio_emperors_new_sampling/
How many of you can tell the difference between live TV (e.g.: your local news) and movies? I can. It's rather obvious.
Most physics engines simulate best when the timestep is the same every update - larger timesteps result in less accuracy of the simulation, to name just one issue. Rendering time varies every frame depending on the number of polys rendered, etc. So it is standard practice to decouple the physics engine from rendering, which allows the physics engine to run at whatever fixed timestep is desired. Multiple physics updates can occur for a single rendered frame and vice versa. Interpolation of position is used so objects still appear to move smoothly even though the rendering update is seldom, if ever, exactly in sync with a physics update.
So while the parent's post is right in theory, in practice rendering and physics update rates typically have nothing to do with one another.
More info here on implementation details:
http://gafferongames.com/game-physics/fix-your-timestep/
Better known as 318230.
Otherwise, he would have simply said "designed." To put "evolutionary" in front of it seems to imply that this thought process, to me:
1. The brain appears to function according to a design. It works well together and appears to show evidence that it was planned/thought out/designed.
2. Having a design implies that something or someone intelligent planned out that design.
3. I don't believe in God, therefore I will attribute this design to evolution.
Actually, the reason he put "evolutionary" in front of "designed" was to make it explicitly clear that he was not using the definition of "design" that necessarily implies an intelligent designer. He was not saying that the functioning of the human brain could have only arisen from a series of deliberate steps.
The definition of "design" he was using is more like when someone says "those rocks on the ground form a neat design."
You see, regardless of what the truth behind the idea of the Creator is, our bodies do have a "design". They have a plan, a blueprint if you will. That's your DNA (and other things since it turns out biology is even more complicated than that). It guides how your body develops and how your brain works. It is a "design". However just because those words can often imply an intellect or a deliberate purpose behind them, they don't have to. For example, if someone said "the grooves in the limestone formed the blueprint for the subsequent quartz crystal growth", you would understand that they aren't saying that some civil engineer came by and carved the grooves in an intentional bid to achieve the result.
Which, I maintain, does not make sense. If the evidence of a design supports the idea of an intelligence behind it,
Design does not imply a creator. At least, not in all definitions or all contexts. "Design" the noun does not always imply "design" the verb on behalf of a "designer".
Thus your basic was make that most common of errors of /. pedants: First, assume that a common English word has one extremely precise definition from which all sorts of necessary implications arise, and then continue on without ever questioning that initial bad assumption. And thus your argument is the one that does not make sense.
It's like this: Your brain has all sorts of natural facilities, including the ability to learn new facilities. It is "designed" this way in the sense that your DNA creates the proteins that through a bunch of biochemistry end up creating your brain so that it has those facilities. Some of them are quite specific and serve obviously useful purposes for survival. When you brain does not work according to this design due to some issue, serious problems can result.
Where did the "design" come from? From natural selection. That's all.
I think it's pretty obvious what he really wanted to say. He wanted to say that the human mind evidences a design and he wanted to argue from that design and yet deny the existence of God.
I think it's pretty obvious that has nothing to do with what he was saying, but that is what your own beliefs and prejudices tell you he must have been saying.
Which is interesting, because that aspect of "design" and the idea that there must be someone or something that designed it or planned it or is sustaining it, therefore we can extrapolate from it and assume that laws of nature/physics will continue to be the way they are is an argument for the existence of a Deity that many scientists in the past used...
As someone who believes in God (and Jesus and all that)... No, that does not follow. The "something" that "designed or planned" the "design" was random chance combined with natural selection, and what sustains it is also natural selection. That is all that is required.
You can see the potency of this kind of "design" in genetic algorithms. There, random processes still play the role
The enemies of Democracy are
Emulation is a fantastic field, and one thing they are great at is making old games look great, Scale2x and so on. The thing is, I am pretty sure I have seen it crank out some super-massive framerates. for some titles. The video for Starblazer gave no indication of how it was rendered. Which, in addition to the video being encoded for flv, softens the initial point in this article. Good links in it though - I like it when people give interesting references.
I know I can tell the difference between 60fps and 30fps because at 30fps everything runs at half speed. That includes input and sound as well as video. Why do you think PAL console games suck, they run at 5/6 normal speed! Of course, that doesn't apply to PC games which can somehow run at the same speed regardless of FPS (i.e. increasing the frame rate to 120fps doesn't make the entire game run twice normal speed).
As usual the idiotic slashdot masses only care about what the article says, and not the scientific facts.
Sure, you can 'see' differences greater than 30Hz, but the human brain on average takes 100-200ms to actually react to visual stimulus.
There have been many MANY MANY scientific studies on human response times (simple search on any known paper repository will bring up many whitepapers) to visual and auditory stimulus, none of which have recorded response times of anything less than 80ms to my knowledge - which means in terms of humans reacting to games, you really only need 15Hz+.
But as I said, we can still 'see' things faster than that - even if we don't comprehend it - thus 60Hz will look smoother and prettier than 30Hz.
Associating game mechanics and input processing to framerate is a poor argument as well, any decently written engine/game will have an asynchronous rendering pipeline completely independent of any game processing or input processing - and any that don't are simply poorly written games by poor programmers. Similarly many games written on a fixed Hz game-update-timer are going to have flaws as well, and really ought to have their design completely re-thought.
Isn't the actual perceived image bound by the display refresh rate? If your refresh rate if 80 Hz (say) then all the display is capable of is changing the image 80 times per second. So with a 160 Hz frame rate, you are dropping every second frame. (?)
This article is no news at all to the likes of Infinity Ward. The difference here is that Insomnia are now chiefly PS3 developers, and as the PS3 is famously difficult to develop for, even after you have a tried and solid engine going on it (it's often said that it takes twice as long and costs twice as much money to get a game completed on PS3 as it does for 360), the decision to switch to 30fps is almost certainly STRICTLY thanks to the difficulties associated with PS3 development.
Insomnia choose poorly. To make money, they should have gone multiplatform. Instead they decided to cut back on the quality of their products. It's a choice that smacks of motives they must regard as stronger than profit, and I have to trust they're content with the consequences of their decision. It also puts to rest the famous myth, now three years old, that the PS3 will eventually real some sort of unlocked potential.
Movies at 24 frames per second have the advantage of showing an average of that 1/24th of a second. Doom at 24 fps will show consecutive clear frames, which looks jumpy. A movie will show the range of motion during each frame which blends into the next and makes it look much more realistic.
I've been reading IGN.com a long time, and I've consistently heard from the people there who stare at games all day long that 30 vs. 60 frames per second doesn't matter because it's hardly noticeable; it's the change in frame rate as you play that's noticeable and looks bad.
Anyone who has been playing quake3 knows the pain of 85Hz. LCD is so common now that the suckers have degenerated to speculate the need of 30Hz! Hell, I fall sleep between frames on 30Hz. There are few 120Hz capable LCD models around now, I can only hope that the need for fast framerates to be used with shutter stereoglasses saves the day.
I suspect that by the criteria you're using, most stills cameras don't have "shutter speeds" either.
The way the rotary disc shutter achieves different exposure levels actually sounds very much the same as the way a focal plane shutter in a stills camera implements fast shutter speeds. With a typical interchangeable-lens camera, when you set a very fast shutter speed like 1/1000, the shutter doesn't open completely for 1/1000 of a second and then close.
What happens is that a focal plane shutter has two curtains: the first curtain, which opens to expose the film/sensor, and the second curtain, which then closes to block the light. The curtains always move at the same speed, so the "shutter speed" is really just the timing between when the first curtain starts to open and the second curtain starts to close. So when you set shutter speed faster than what's called the "maximum sync speed," the second curtain starts to close before the first curtain is fully open. In effect, what you get is a narrow slit of light moving from one edge of the frame to the other; the narrower the slit, the "faster" the shutter speed, even though the curtains are not moving any faster than they always do. This slit of light gives you effectively the same effect as the gaps in the rotary wheel shutter; the wheel shutter seems to simply be a continuous implementation of the same idea.
Indeed. In a stills camera you can set shutter speeds slower than 1/24 because there's no roll of film rolling; even if you open the shutter for 30 seconds, the film or sensor will stay put.
Are you adequate?
Um, I'm certainly wrong about the "most" part there. Most stills cameras don't have focal plane shutters. Most interchangeable lens still cameras do, though.
Are you adequate?
The debate about 30fps vs 60fps isn't about whether people can actually notice the difference. I don't think I've ever seen a developer say that the difference is not noticeable. The thing is that if they render at 30fps rather than 60fps, they have twice the amount of time to render a single frame, allowing for much more details and effects in each scene. So the question isn't whether people can see the difference in framerate, but it's about what level of detail the developer wants to achieve and whether or not that's possible at 60fps.
People interested in the subject should take a look at Eurogamer's Digital Foundry (http://www.eurogamer.net/digitalfoundry/). They got loads of technical game reviews and articles about this very subject.
source: Neuro's demo Masagin (apologies, it's not my best encode, but i had to work and wanted to get all the samples up ASAP)
(for more wheezy computers)
halfres 720p30: http://www.megaupload.com/?d=ZZT4OGLD
halfres 720p60: http://www.megaupload.com/?d=WHWJIXHZ
(for manly computers that eat HD for breakfast (or just a $30 radeon 3000+ or geforce 8000+ and mpc hc))
720p30: http://www.megaupload.com/?d=LSM31W74
720p60: http://www.megaupload.com/?d=9XC9NN7A
parts that especially leap out at me as being noticeable (altho 90% is noticeably not 60fps smooth to me)
0:28-0:59
1:26-1:29
1:58-2:28
I personally would prefer it if computers were stong enough to calculate a photon hitting a material, reflecting its non-absorbed light into a "camera" object in game and taking the rendered picture and sending it to the monitor, thus creating a more realistic lighting effect, but we just aren't there yet.
Already been done. It's called ray tracing, and does exactly what you describe (except the other way around -- it traces light rays in reverse from the camera to the light source).
The trouble with ray tracing is that while it looks absolutely beautiful and stunningly realistic it's extremely impractical to do in real time. It can be done, but only with a supercomputer.
I've heard of some game engines being adapted to use ray tracing algorithms (here's a hacked up Quake 3 that apparently does so, but doesn't look any better than the original game). Here's an interesting interview with an Intel dude talking about it. In terms of actual usability though, there's no way you're going to actually play any of those games yet.
Yet.
But why? Motion blur is overrated. Sure put it in scenes where it is "important to the story/gameplay", but to use it whenever there is fast motion is stupid.
:).
Why? Because people aren't staring at the same spot on the screen all the time. And nowadays screens are getting bigger.
Say in real life, you're in a room where there are two moving objects that are moving around at fast but eye-trackable speeds in different directions.
If you are staring at sommething else, both objects are blurry.
But if you start to look at one, that particular object becomes _sharp_, the other object becomes blurry.
You look at the other, it becomes sharp and the other becomes blurry.
When a game or movie blurs moving stuff, it just makes stuff you are looking at look out of focus even if they are moving at speeds which your eye can track. You can't focus on it even if in real life you could!
With motion blur, I often experience eye strain when I try to track moving objects/backgrounds that have been blurred.
Then there are the artificial "out of focus" shots in static scenes. These effects should also be restricted to scenes where it is important to the story that only a few items are in focus.
In Avatar (2D), my eyes were often trying to focus on blurry images and it wasn't pleasant - initially I was wondering what was wrong with my eyes - felt like I had difficulty focusing on stuff.
When I watched it in 3D, I realized that a lot of stuff was actually blurry and it wasn't my eyes. In some fairly static scenes the focal range was low - only a few objects were in focus. Then in some scenes the moving objects were blurry. Whereas in other scenes most stuff was in focus. In Avatar 3D it was easier to figure out where I "should" be looking and avoid the eyestrain bits
If you ask me I prefer as much of each frame to be sharp and in focus as possible, then let the limitations of my eyes blur it.
Artificial blurring (motion or defocus) is like listening to artificially degraded music/audio. While there are some cases that call for it (distance effect) it's just silly if you use it a lot.
As briefly mentioned in the article linked, it's not only about if the picture is percieved as being smooth or not. When playing FPS games the mouse's responsiveness is directly linked to the FPS. A good example of this is the V-SYNC option available in many games, even though the game runs very smooth with V-SYNC on, the controls are all but smooth, and you end up with a very unresponsive and "rigid" camera. At least that's how it is for me. I have discussed this issue with quite a lot of people and some say they don't notice anything while others say they do. I have always noticed, and it does not matter what kind of hardware I use (it happens with all hardware and all games). I think some people have the ABILITY to notice these kind of things, while others don't (I might be wrong...) The nightmare scenario is 1) 30 FPS and the responsiveness of the mouse that comes with it, secondly the visual experience which is also greatly reduced. With 60 FPS (at least) it feels good, and I have noticed that with even higher framerates the responsiveness is increased, which makes sense since the DPI of the mouse has increased greatly over the years as well. I dont know the ratio of mouse dpi / framerate for a good experience but its obvious that there must be one. /G
...sounds like this entire article was sponsored by nVidia.
What this blog fails to discuss is the concept of "good enough" is good enough. A game running a 60 fps is plenty good enough and hardly anybody would notice an improvement if you bump that number up. That's why it's good enough, because the amount of money it takes to improve the frame rate isn't worth the return (little to no perceived quality improvement).
I know a few of you like your giant, uncompressed audio files as well, but I'm just fine with my 128 mp3s (anything below that is noticeably degraded, anything bigger than that makes no difference to this 40 year old drummer's ears).
I'm a bit concerned here - about the wagon wheel effect. Some articles talking about "people also report experiencing it in real life" like this wasn't widely known before as a real-life experience. Really?
I've noticed it since I was a little kid, think 5 and below! I always wondered when someone would give me a diameter-to-rpm ratio for a) always appears moving forward b) stands still c) moves backwards. Figured that since it was obvious everyone was seeing it, someone would've worked out the details. I see mention of frequencies, etc. but didn't realise it quite likely differs from person-to-person.
I don't think my visual acuity is any higher than the next person's.
Are we next going to say not every sees the little circles that keep 'falling down', at least when they're looking at a plain surface? (because of the micro-organisms in our eyes and the eyewash from blinking). Yeah, that I know not everyone notices.
What about the whitenoise (like tv screen on a non-transmitting channel when looking at a night sky? or when closing your eyes?
I play FPS games - 30 fps is fine as far as visual quality goes - sure, 60 fps is better, but I don't care - it's not the visual quality that concerns me.
What does concern me is the delay in getting the information I need when I'm playing.
Ideally, I'd like infinite FPS - then, when an opponent appears, I'd see it as soon as possible after the data makes it from the computer to the monitor. At 30 FPS, there is an additional delay, probably up to 33 ms, probably averaging 16 ms. At 60 FPS, that additional delay is cut in half, and at 120 FPS, it's cut in half again. In short, I get relevant information sooner, and that makes me play better.
Often battles in FPS games are literally two people who both shoot each other in the head for a one shot kill as soon as they see each other. Players want to minimize any delay so the game will decide they shot first, and win the encounter - every little ms matters, as any skilled gamer knows all too well.
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