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.
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.
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.
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.
That isn't always the case, I recall a game in the past where gravity had less effect on players that had faster hardware. Or something like that. Anyway, the logic was mixed in with the rendering, so frame rate had an impact on what the player could do.
Nerd rage is the funniest rage.
In many embedded apps, like coin-op arcade games, the "model" is indeed tied to the frame rate. The main loop assumes a fixed dt, and pipelines the input, update, render tasks. Often this is done without threading, just while (!dead) { do_input(); do_update(); do_render(); } in the main function. Even with threads or co-processors, they often tie the rates 1:1:1. Some have no room for adjustment, and some will at least update their dt if the render took too long.
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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.
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.
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.
Movies are 24 fps because film is expensive.
Tell that to the auto manufacturers. Some crappy cars out there have their tail lights set blink in the tens of hertz. It looks like there are a dozen cars about every time you scan your eyes around, which is no problem for the Chatty Cathies that aren't looking at the road in the first place. For anyone that does actually put effort into driving though, it's a dangerous mirage that should have never been make street legal.