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."
Not sure how much it matters to sales, though.
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=
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.
Put my fist through my alarm clock with its ding-dong death inside my ear. - The Blackjacks.
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