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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."

65 of 521 comments (clear)

  1. Motion blur and bloom effects by sopssa · · Score: 3, Interesting

    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.

    1. Re:Motion blur and bloom effects by Hatta · · Score: 2, Insightful

      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.

      If my eye creates the blur, why do I need artificial motion blur?

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    2. Re:Motion blur and bloom effects by spun · · Score: 2, Interesting

      Just a guess, but perhaps because the frame rate isn't high enough for your eye to generate the blur? That is to say, if the scene were real, the frame rate would be well-nigh infinite, and your eye, capable of only a certain frame rate, would blur together all the frames. With discrete frames, you need to put in the blur the eye would generate from the frames in-between.

      Or something like that.

      --
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    3. Re:Motion blur and bloom effects by Shin-LaC · · Score: 4, Informative

      Your eyes introduce blur due to the reaction time of the light-sensitive cells in the retina. Fortunately, the image processing area in your brain treats blur introduced by the eyes and blur built into the frame more or less the same, so you can use blur to give the impression of smooth motion with a lower frame rate than would otherwise be necessary. This is used to good effect in cinema, where the camera's exposure time naturally introduces blur that is quite similar to the one introduced by your eye.

      In the case of video games, however, it is not so clear that rendering effctive artificial motion blur saves much processing time compared to simply rendering more frames. Then again, there is a limit to how fast your monitor can update its image, so rendering more frames is no longer an option past that point.

    4. Re:Motion blur and bloom effects by Shadow+of+Eternity · · Score: 2, Informative

      That just means we should strive for a higher framerate until our eyes blur things on their own. Reality is not inherently blurry (unless you need glasses...), our eyes and brain do that internally.

      Making movement in a game inherently blurry when your head is already going to blur it for you internally is just a shortcut to motion sickness for a whole lot of people.

      --
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    5. Re:Motion blur and bloom effects by LordKazan · · Score: 2, Interesting

      Why can't the game/computer/monitor produce fast enough frame-rates that its my eyes that are creating the blur, not the Post Rendering effects?

      Physics.. monitors cannot change fast enough and in the right way to do this. they simply don't work that way.

      Speaking of Physics - the properties of a game's physics engine have the properties of a Riemann sum where n=fps. so the higher your FPS the more accurate your physics simulation, even if your monitor cannot discretely display all those frames.

      [note: only applies in games where physics ticks/sec are tied to framerate... which is almost all games]

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    6. Re:Motion blur and bloom effects by sopssa · · Score: 2, Interesting

      I dont think we will get to a point that the framerate would be fast enough. The 3D monitors only generate up to 120fps too, and there's still lots of hardware limits to generate framerates over that with current games on good resolutions. And there is no framerate in real world; you're taking in images in realtime. Some argue (like the battle between 30fps vs 60fps) that human eye can't process more than certain amount of "frames" per second. The natural motion blurring effect and it's absence with video games perfectly shows that it can. While you see a smooth movement, you're still missing extra things like that generated by brain.

    7. Re:Motion blur and bloom effects by DavidTC · · Score: 5, Interesting

      More to the point, the eye does not work with frames. The eye itself has no framerate.

      Rods and cones individually update at about 15 times a second, but each individual one is entirely asynchronous from all the others. One update, another update, another update, etc. Your entire eye is not read 15 times a second, each individual light sensor 'trips' 15 times a second, semi-randomly, and sends the current light level. (1)

      While each rod and cone only sends one signal, and then nothing, until it resets and sends another, our brains seems to assume that the light and color levels have remained the same.

      Hence we get a 'blur', as objects move, and our brain assumes that said object is also in the old position until all rods and cones have updated.

      1) And even that's not entirely right. Each rod and cone is actually sending a sorta average of the light it received since in the last update. You don't have to receive a photon exactly as it updates.

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    8. Re:Motion blur and bloom effects by Moryath · · Score: 2, Insightful

      Not quite.

      The eye blur happens for two reasons. The first is the fact that the human eye is "assembling" an analog reading of the light taken over a specific time, very similar to how a camera exposure works. We aren't "digital" beings, in the sense that there is allowance forward and back in our visual processing, but we DO assemble "frames" for the rest of our brain to analyze.

      The second is focusing. A fast-moving object moves into, and out of, the focused field quite quickly. Either we keep tracking it (in which case the unfocused foreground and background areas alter) or we don't, and it goes out of focus. We mentally render this as blurring. Directors in 2D movies use depth-of-field to do a quick transition between two speaking characters and ensure the right one has prominence, by keeping the speaker in focus and then quickly shifting focus in/out to bring the other to prominence when the dialogue turns.

      The real sin, and unalterable problem currently, for 3D technology is that everything renders in-focus. Motion blurs work to some degree, but a large-scale image with "background" objects sharply in focus gives us headaches. We follow the other visual cues, try to "focus" to distance, try to "refocus" for the fuzziness it causes, and then wobble back and forth till we have sore, tired eye muscles.

      The 3D Brendan Frasier Journey to the Center of the Earth was the closest done so far, because they did introduce some background blur, but it still had problems should the viewer decide to focus on something other than what the director wanted them to focus on, visually. Avatar commits the same sin as well, and doesn't even try to do it properly. It's like watching some big pixely, perfect-focus-for-miles video game.

      As for the other items they mention - "The framerate of a game is usually directly tied to the processing of its logic." Not true. Indeed, only true if you've got shoddy programmers (the fix for one of the most notorious examples, the jumping-height differences of various iterations of the Quake engine, was to simply lock the calculations to assume a static framerate; the id software programmers, who chose to instead discard "erroneous" round-up errors, wound up widely criticized for STILL making the jumps somewhat randomly framerate-dependent. The truth is that the visual rendering framerate of a game simply does not have to be the same as the internal calculation "frame" rate.

      As for input lag... the difference in "lag" between a 30-fps framerate and a 60-fps framerate is 16 ms. Even if you get to 120-fps and have a monitor capable of doing so at your chosen resolution, your difference is 25 ms. Human reaction to visual stimuli is generally in the neighborhood of 150-300 ms.

      Even playing on a LAN in the same building, you're looking at random lag times longer than the difference between 120fps and 30fps.

    9. Re:Motion blur and bloom effects by takev · · Score: 4, Informative

      But, if you follow the hand with your eyes, your hand will appear sharp. You'll be supprised how quickly and stable eyes can track moving objects.

      The BBC has been experimenting with fast frame rate TV, running at 300 frames-per-second. Moving objects will appear much sharper with such a broadcast compared to the standard 50 frames-per-second (not fields). They showed a side by side example, both were 1080 progressive scan. Great for sports broadcasting.

      Also Silicon Graphics (when they were called that) have done test with fighter pilots when designing flight simulators. Motion sickness is a problem with those flight simulators, compared to an actual jet plane. When they got a constant frame rate above 80 frames (160 frames per second when doing stereo imaging) per second the motion sickness was greatly reduced. They solved the processing power problem by being able to reduce the rendering resolution on each frame.

    10. Re:Motion blur and bloom effects by smitty97 · · Score: 4, Insightful

      Because the framerate is high.

      There, i've taken it full circle.

      --
      mod me funny
    11. Re:Motion blur and bloom effects by brianosaurus · · Score: 2, Insightful

      I agree with you...

      Some argue (like the battle between 30fps vs 60fps) that human eye can't process more than certain amount of "frames" per second.

      Isn't the reason movies use 24 fps (and similarly TV uses ~30fps) because of historical technical limitations? That is right about the minimum rate where your eyes and brain can smooth out the annoying flicker. 30fps isn't the upper limit that the eye can process, but rather a lower limit that makes the image sequence appear as motion without causing stutter, headaches, or otherwise detract from the visual experience. Its a compromise to allow movies to fit on reasonable sized rolls of film, and for TV to have been able to fit "good enough" video quality into the available bandwidth at the time, and to not have frequency beating artifacts due to lights running on 60Hz AC power (or 50Hz & 25fps in Europe, etc).

      For an easy example that 30fps isn't enough, run iTunes, play some music and turn on the "iTunes Classic Visualizer" full screen. Hit "F" to display the frame rate, then use "T" to toggle the 30fps limit on and off. Tell me you don't see a big difference.

      I'm sure there's an upper threshold where you can't distinguish a difference as frame rate increases, but its much higher than 30 or 60 fps, and as the parent said it is probably higher than we can achieve in hardware for the near future.

      --
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    12. Re:Motion blur and bloom effects by LaminatorX · · Score: 3, Informative

      At very short exposure times, the length of the blur due to motion becomes smaller than the circle of confusion of the reproduced image, eventually falling beneath even the circle of confusion of the image capture medium. Generally, though, if you increase the magnification enough, you still see blur.

      For reference, when examining negatives under a microscope Ansel Adams could no longer detect a difference between a handheld shot and a tripod shot of the same scene at exposures shorter than 1/500 of a second with a 50mm lens. The motion blur from his hands at that speed was smaller than his film and lens could resolve.

      However, with a 300mm lens, he'd have had to shoot much faster to achieve the same equivalence, due to the higher lens magnification.

    13. Re:Motion blur and bloom effects by sperxios10 · · Score: 2, Informative

      Speaking of Physics - the properties of a game's physics engine have the properties of a Riemann sum where n=fps. so the higher your FPS the more accurate your physics simulation, even if your monitor cannot discretely display all those frames.

      [note: only applies in games where physics ticks/sec are tied to framerate... which is almost all games]

      Actually all decent FPS engines have geometry/physics engines quite distinct from the graphics-pipeline!

      The geometry/physics engines work on body bounding-boxes and their respective velocity-vectors describing their trajectories, and they try to solve the intersection-problem among all bodies with regard to time, by responding with a timestamp - the collision-timestamp - to questions like this:

      "When is body A going to hit body B?"

      And on that collision-timestamp an event is scheduled, for the game-logic to kick-in, to calculate the new body-trajectories, or deaths, new body births, sarpnels, whatever.

      The physics/geometry usually runs on the game-server *simultanesous* with the clients to avoid sending back-and-forth excessive info into the network. The server is only authoritative for the game-logic decisions. Yet the client runs additionally the graphics-pipeline which uses the next-frame's timestamp to calculate the body-positions on the 3D space.

      But sometimes there is a slight delay between the collision-timestamp and the response from the server about what to do next (the game-logic's decision), that may allow a body to be drawn past its collisions point, and this is what make us think that FPS affects physics.

      To sum it up, fps has nothing to do with physics, even if some times it seems that way.

    14. Re:Motion blur and bloom effects by Khyber · · Score: 2, Informative

      Smaller lenses make for higher magnification.

      For example, the macro mode on my 62mm lens is much less powerful than the macro on my 50mm lens. the 50mm lens also has a longer zoom range.

      --
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    15. Re:Motion blur and bloom effects by vikstar · · Score: 4, Informative

      You didn't even read your own link. So for the benefit of people who may stumble upon your misinformed post let me say that the wagon wheel effect is visible with the naked eye under continuous illumination, which happens to be mentioned in your own link.

      --
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    16. Re:Motion blur and bloom effects by vikstar · · Score: 2

      Sigh, you didn't read it either, so for your benefit let me do the work for you...

      "In 2008, Kline and Eagleman demonstrated that illusory reversals of two spatially overlapping motions could be perceived separately, providing further evidence that illusory motion reversal is not caused by temporal sampling [9]. They also showed that illusory motion reversal occurs with non-uniform and non-periodic stimuli (for example, a spinning belt of sandpaper), which also cannot be compatible with discrete sampling. Kline and Eagleman proposed instead that the effect results from a "motion during-effect," meaning that a motion after-effect becomes superimposed on the real motion"

      So, by the latest study the included, you do see the wagon wheel effect under continuous illumination, although it is not due to "temporal sampling". The reason behind the effect is still not fully understood and the authors have proposed the ffect results from a "motion during-effect".

      --
      The question of whether a computer can think is no more interesting than the question of whether a submarine can swim.
    17. Re:Motion blur and bloom effects by Zeussy · · Score: 3, Informative

      New Scientist ran a really good article on this, a couple of months ago. It can be found here: http://www.newscientist.com/article/mg20427311.300-timewarp-how-your-brain-creates-the-fourth-dimension.html
      A 2006 experiment has put the rate of human vision at about 13 fps. People can see the wagon wheel effect in real life, without the aid of Strobing lights, television etc. After I read this article I did manage to observe this effect outside in sunlight, while travelling parallel to a car travelling at about 50km/h. Very surreal

    18. Re:Motion blur and bloom effects by McGiraf · · Score: 2, Informative

      "Movies (at 24 fps) look like they stutter to me, especially any sweeping pan motion with the camera."

      Yes, I'm not the only one! I find this very anoying.

    19. Re:Motion blur and bloom effects by twidarkling · · Score: 2, Informative

      Having actually run projectors, both ones 2 decades old, and 5 years old, I have to say, you're full of shit. Film projectors in movie theatres do NOT show each frame twice. How do I know this? I've hand-cranked them to ensure they were threaded correctly. Frame is shown while shutter is open, frame moves while shutter closes. This allows it to not be a smear across the screen while the film moves. Showing the same frame twice in a row wouldn't do shit but *decrease* the frame rate, since you'd be showing 12 frames in the space of what should have been 24.

      Now, if you mean "each frame is duplicated on a reel, making it twice as long as it would have been had each frame only been present once," again, my time splicing reels together to run on those same projectors proves you an idiot, not to mention naive at best. Film is expensive to make, and costly to transport (and needs to be transported securely). You really think they'd have designed a system that takes up twice as many resources as they could otherwise get away with?

      --
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    20. Re:Motion blur and bloom effects by GrumblyStuff · · Score: 4, Funny

      Maybe the sun is just blinking really fast?

    21. Re:Motion blur and bloom effects by Dutch+Gun · · Score: 2, Informative

      Well, I was a projectionist at a 5-plex (about 20 years ago). No, the frames were not duplicated. As you pointed out, that would be ridiculous. The films area already huge and cumbersome to transport and maintain. And yes, I'm well familiar with the star-cam and shutter mechanism in projectors. On the projectors I ran, the shutter opened twice on the same frame for each full revolution of the cam.

      Here's a link to a patent that describes a particular star-cam mechanism.

      A quote of interest from that article (emphasis mine):

      The reason that the shutter must close during pull down is that the projected movie image would be degraded if the moving film were projected onto the screen. Therefore, the projected movie image necessarily "flickers" as the shutter opens and closes. It has been found that a flicker rate of 24 Hz produces a noticeable flicker and is objectionable to the audience. This problem is much less noticeable at a flicker rate of 48 Hz. For this reason, it is common to use a shutter which closes again while the film frame is motionless in the projection gate. From the standpoint of flicker, this results in a good quality movie projection.

      Another important aspect of movie projection quality is screen brightness. While closing the shutter twice per frame is good from the standpoint of flicker, it is bad from the standpoint of screen brightness. To achieve high screen brightness while still having a shutter rate of 48 Hz, the duration of the time the shutter is closed in comparison to the time that it is open should be as short as possible. But the length of time the shutter is closed is determined by the time required for film pull down. So screen brightness can be improved by reducing the film pull down time.

      I know it's fun to jump on someone you think is wrong, but at the very least, please make sure you're actually correct before you do so.

      --
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  2. Really? by non0score · · Score: 5, Informative
    1. Re:Really? by Sockatume · · Score: 2, Insightful

      Graphics are sold by screenshots and by box shots. YouTube and so on might make a difference, but ultimately you'll get more players to swoon with half the framerate and twice the geometry, than vice versa.

      --
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  3. Counter-Strike... by Manip · · Score: 2, Informative

    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...

  4. Apparently web servers also matter by ForestHill · · Score: 3, Funny

    she's dead, Jim

  5. Cached Version by sabre86 · · Score: 5, Informative
  6. Doom 1? by tepples · · Score: 2, Interesting

    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.

    1. Re:Doom 1? by JackDW · · Score: 4, Insightful

      I've worked with the Doom source code recently, and can confirm that there was no motion blur at all. In fact, blur of any kind couldn't really be implemented, because Doom's graphics were 8-bit indexed colour.

      Also, there were no engine changes at all between Doom 1 and 2.

      Perhaps the GP is referring to the bobbing effect that occurs when the Doom guy runs. That moves the camera nearer to and away from the ground, changing the appearance of the texture.

      --
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  7. The human eye can dectect 30 by gurps_npc · · Score: 5, Insightful
    The human eye can clearly detect frame rates far greater than 30. So can the human brain.

    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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    1. Re:The human eye can dectect 30 by TheCarp · · Score: 3, Insightful

      > 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.

      Sort of. Its actually less "Cat in mid air" and more "This sets off a trigger based on something that happened before and hurt me".

      Most adults, if you chuck a rock at their face, will toss up their arms to block, or move their head/body to dodge. This is completely learned. Do the same trick with a young child who has never played "catch" before, and your rock is going to bean him right off his skull.

      From my own experience, my first motorcycle accident, I was on the ground so fast, I had to think afterwards about what happened. First two spills actually.

      The one after those.... whole different story. The adrenalin hit as soon as I felt the bike start to turn sideways, by the time the bike was fully 90 degrees to my momentum vector, and the wheels were sliding out from under me, I was already calmly kicking my legs backwards and positioning myself for the impact. I hit the ground and slid 150 feet while watching my bike spark and slide away. I thought "shit I am in traffic" jumped to my feet and ran to the bike, picked it up and pushed it into a parking lot.

      All I am saying is, its more complicated than that. The memory of such things and whole "flight or fight" response is an evolving and learning response. Its more than just visual, it encompasses all the senses. I doubt "cat facing us in mid air" is going to trigger much beyond anything in mid air moving towards us.

      --
      "I opened my eyes, and everything went dark again"
    2. Re:The human eye can dectect 30 by Aladrin · · Score: 5, Insightful

      Congratulations. That -is- incredibly nitpicky. I'm amazed.

      He is not a scientist and this is not a paper he is writing for publication. He is using the word 'designed' as the unwashed masses do all the time, and as such, he is not incorrect in his statement. Everyone knew exactly what he meant and nobody had to stop and trying to figure it out. He accomplished his task without getting excessively wordy or having to explain himself 3 times. As far as communication goes, he scored perfectly.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    3. Re:The human eye can dectect 30 by HaZardman27 · · Score: 3, Funny

      I think if got in 3 motorcycle accidents, my brain would recognize my bike as dangerous, and I wouldn't get on it anymore. ^_^

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
  8. Absolutely by occamsarmyknife · · Score: 5, Funny

    I couldn't agree more. That Internal Server Error looks way better at 120 Hz on my 45" HD display.

    --
    "Until the become conscious they will never rebel, and until after they have rebelled they cannot become conscious"
  9. Headroom... by Anonymous Coward · · Score: 2, Insightful

    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.

  10. Re:Where it matters most. by SendBot · · Score: 4, Funny

    I thought I was super badass at street fighter 2 in middle school, then I went to the arcade and saw older kids getting the insane combos on killer instinct. First thing I thought was... wow, you really have to study this stuff to know what you're doing. If only there was some sort of global information network where I could quickly and easily find out what all those moves are.

  11. Any animator knows... by Monkeedude1212 · · Score: 5, Interesting

    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.

    1. Re:Any animator knows... by jeffmeden · · Score: 5, Interesting

      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.

      If by 'supposedly' you mean 'definitely' and if by 'most movie theaters' you mean 'all theaters and even all motion picture production processes in recent years', then yes. The difference is lost on most people, but the reason 24fps is acceptable in movies is that the frame you see isn't what happened at that instant in time when it's displayed, it's everything that happened in the last 1/24th of a second, since it's recorded on film that exposed for that 24th of a second to derive the image. When a computer does it, it only cares about what is happening at that exact 24th of a second; so the difference between a series of exact frames of motion and a series of frames that include the blur of what happens between frames is HUGE.

      However, this nuance is lost on pretty much everyone who fires up a computer game, notes the FPS indicator, and goes "OMG I CAN TOTALLY TELL ITS ONLY 30FPSZZZZ!!!! HOW INFERIOR!!!". Whine about framerates all you want, but they are only a small part of the experience.

    2. Re:Any animator knows... by Aladrin · · Score: 2, Informative

      Actually, the lower limit matters based on the person. My eyes are apparently a bit wonky and my lower limit is 15 fps, which would drive most people insane in a video game. Below that and it drives me insane. As for telling the different between 30 and 60... I can do it... Barely. Compare 60fps and anything higher and it's absolutely pointless for me to try. However, I've met people who can definitely tell the different between 100fps and 60 fps.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    3. Re:Any animator knows... by TheEvilOverlord · · Score: 2, Informative

      If by 'supposedly' you mean 'definitely' and if by 'most movie theaters' you mean 'all theaters and even all motion picture production processes in recent years', then yes.

      I'm sorry but that's not quite correct. I worked as a movie projectionist for several years, so I know this from experience. While 24fps works, and is what used to be used in cinemas, it is noticeably flickery. As with most advancements in cinema technology, they came up with a bit of a hack. While there are still only 24 frames of film per second, the projector shows each frame twice, giving an effective frame rate of 48fps.

  12. Re:Where it matters most. by maxume · · Score: 3, Interesting

    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.
  13. Re:Where it matters most. by Speare · · Score: 2, Interesting

    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.

    --
    [ .sig file not found ]
  14. Plenty numerous all right by 1u3hr · · Score: 2
    the numerous advantages of a high framerate, and there's plenty of those.

    Brought to you by the Department of Redundancy Department.

  15. 30 Fps myth by ggendel · · Score: 2, Interesting

    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.

  16. The difference in framerate by DeskLazer · · Score: 5, Interesting

    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.

  17. Sorry, you lost me by nobodyman · · Score: 3, Insightful

    As more and more games move away from 60fps *snip*

    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.

  18. Re:Where it matters most. by Kreigaffe · · Score: 4, Insightful

    It's way, way way more than that.

    The old HL engine -- at least in Natural Selection, but most likely any game on that engine -- your framerate didn't just effect your gravity (which made it so that at certain framerates you could literally jump further, which meant BHopping was sicker)..

    it also changed the DPS of weapons. Yep. Weapon firing rate was tied to FPS in a very very odd way. Some dudes did too much testing. Insane.

    And you can, visually, tell a difference between 100fps and 50fps and 25fps. Very easily. Takes a few minutes of playing, but there's a clear difference and anybody saying otherwise eats paint chips.

    Graphics don't make games good. Graphics can cripple good games. Graphics never make bad games good.

    --
    ... still waiting for this free-as-in-beer free beer I keep hearing about. :|
  19. Same with audio... by QuietLagoon · · Score: 5, Insightful

    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.

  20. Re:Where it matters most. by Spazmania · · Score: 2, Informative

    The pictures drawn on the screen aren't the real model the game uses.

    That's not necessarily true. There's a long history of games relying on the graphics processor to determine when two objects overlap or otherwise meet specific conditions relative to each other. Goes all the way back to the 8-bit days when the graphics processor could tell you whether the non-transparent parts of two sprites overlapped.

    --
    Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
  21. The conclusion may be right, but... by Improv · · Score: 2, Insightful

    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.
  22. Controller lag is the biggest problem by Artifex33 · · Score: 2, Interesting

    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.

  23. Re:Age-old confusion. by Chris+Burke · · Score: 4, Insightful

    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 think it's more likely born of the notion that film gives a completely convincing illusion of motion that is not greatly improved by higher frame rates, because the process by which it is created automatically includes motion blur because it's recording continuous data, just broken up into 24 fps. Computer games display discreet moments in time, not many moments blurred together into one picture. That's why film looks smoother than computer games with 3 times the framerate.

    Nevertheless, the illusion of continuous movement is apparent at much lower framerates than even film, even in a computer game. Quake's models were animated at 10 fps, and they gave a convincing illusion of movement, and you can probably make due with a lot less since the brain fills in so much. But it's not a completely convincing illusion, and neither is 30, 60, or even 100 when using static instants in time.

    But the basic myth comes from the fact that film is so convincing and thus you don't "need" more... as long as each frame is a blurred representation of the full period of time it is displayed for.

    --

    The enemies of Democracy are
  24. Lots of evidence for higher frame rates by pz · · Score: 5, Informative

    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.
    1. Re:Lots of evidence for higher frame rates by smellsofbikes · · Score: 5, Informative
      For the record (as an ex-LED-backlight hardware designer) the LED's are waaay too bright to run full-out, both visually and from a power usage and heat generation standpoint, and the only good way to dim an LED is by cycling it on and off rapidly to approximate the desired brightness. The reason I say 'the only good way' is because LED's are constant-current devices and all the drivers I'm familiar with are all designed around that, so you can't just go varying the voltage to try and dim them: the drivers aren't really voltage devices.

      With THAT said, I have absolutely zero idea why any sane LED driver dimmer would be anywhere near frequencies that any human could see. LED's can turn on and off in nanoseconds, so a reasonable dim signal should be in the kilohertz range, at least, not the 100hz range. It's *possible* to put a 100hz dim signal on an LED driver, but it seems really dumb to me.

      --
      Nostalgia's not what it used to be.
  25. Showscan by davidjohnburrowes · · Score: 2, Interesting

    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.

  26. Most film cameras don't have a 'shutter speed'. by Animaether · · Score: 5, Informative

    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

  27. Re:Age-old confusion. by Psyborgue · · Score: 2, Informative

    But the basic myth comes from the fact that film is so convincing and thus you don't "need" more... as long as each frame is a blurred representation of the full period of time it is displayed for.

    Not quite. Film cameras, because of they way they work, max out about half of the time they are exposed for (180 degree shutter). 24fps is usually shot at 1/48 second exposure time per frame. The full time (a 360 degree shutter) would be far too blurry.

  28. Outside Looking In by DynaSoar · · Score: 4, Informative

    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

    --
    "I may be synthetic, but I'm not stupid." -- Bishop 341-B
  29. 24 fps by Sir+Holo · · Score: 2, Interesting

    Movies are 24 fps because film is expensive.

  30. Re:Where it matters most. by Khyber · · Score: 3, Informative

    The human eye can detect FAR MORE than 30FPS.

    And here's a simple way to prove it - find yourself some 60Hz fluorescent lighting. Look up into the light, wave your hand in front of it. Note the strobe effects, and if you're good enough you can count the different hand images and do some math to figure out your eyes average response time/FPS. Do the same thing in front of an incandescent light bulbs, notice you don't get a blur.

    The average calculated human response is approximately 72 FPS.

    You also 'predict the future' as it takes about 1/10 of a second for the signal from your eyes to be processed by the brain. When you play baseball and make a swing, your brain is automatically doing lots of lag compensation so you can actually hit such a fast moving object.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  31. Decoupling physics and rendering by Dan+East · · Score: 2, Informative

    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.
  32. Correction by Estanislao+Mart�nez · · Score: 2, Informative

    I suspect that by the criteria you're using, most stills cameras don't have "shutter speeds" either.

    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.

  33. He's got it all wrong by Eraesr · · Score: 2, Insightful

    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.

  34. Artificial blurring is overrated by TheLink · · Score: 3, Insightful

    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.

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  35. Frame rates are not only what the eye sees by gerryn · · Score: 2, Insightful

    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