if you reread above you will notice that i sugested the posiblity that your claims on fps might be dirivitive of the placebo effect,
It is not placebo effect I can tell you that.
i myself had already stated that 40fps is were the illusion of true smoothness kicks in for me. your claim that there are visable benifits to 120fps over 60fps is what actualy made me think you might be suffering from the placebo effect.
For someone who claims to be a hardcore gamer I find your comments puzzling and bizarre. What kinds of games do you play? Specifically, do you play games like Quake3 or UT?
There is a massive difference between 120 FPS and 60 FPS, especially if it's only an
average score in
one timedemo. 40 FPS whether average, minimum or maximum is not even close to being smooth. It might be tolerable but that's as good as it gets.
In fact with an average of 120 FPS vs 175 FPS in demo four I can easily tell the difference in the larger maps (eg
the Dredwerkz) because it means the difference between framerates in the high 30s or in the low 50s in the heavy areas with seven players all creating smoke, explosions and exploding gore.
why would you think that and were do you think such motion blur come from in the case of cartoon animation?
I suppose it doesn't. I was merely asking as I wasn't sure.
best i can figure it doesnt mater if you are controling the action or not.
You are flat out wrong and again I really wonder how much gaming you've actually done. If you do a 360 degree turn at 30 FPS you can only move at 12 degree increments. If someone is in between those increments (more likely to be the case as the distance increases) you can't hit them unless you sidestep or move, by which time they've moved as well and you're probably dead. At 120 FPS you've got 3 degree increments to work with and at 1200 FPS you've got 0.3 degree increments, assuming your mouse sensitivity is good enough to track such changes.
You try railing someone who is moving at high speeds and moving erratically on the other side of the wide open areas in Quake3 at 30 FPS and you'll never do it. You'll be stuttering all over the place, constantly trying to adjust so that the target fits inside your limited senstivity. At 120 FPS or higher I can do it easily with one flick followed by a quick killing shot. Precision weapons like the railgun demand high framerates more than spam weapons because you'll never hit anything with them otherwise, except with blind luck on occasion.
after all the only sencery responce you gather from the fps in a game is visual, hence you get the same information wether you are controling the game or watching it from the side.
Uh, no. You still don't seem to understand that you are directly controlling the 3D game while you have no control of the cartoon at all. How can you even claim that they're the same thing? You're not even touching the system when watching a cartoon for heaven's sake.
Honestly your comments and logic are simply mind boggling.
it may well involve fast turns, jumps and spins along with precision long range shooting and does so at a descret number of frames per second, without motion blur, and therfore can be validly compared to video games.
Excuse me? When was the last time you picked up a mouse and keyboard and started controlling a cartoon? Oh that's right, when it wasn't a cartoon but it was actually a game.
humans we have the ablity to convence our selfs of things wich simply not true and i try to do my best to help aviod such situations.
Look man, I'm really getting tired of all this twaddle you keep posting. Please stick to the subject at hand.
however, if someone claimed to be able to hear a whistle at 100khz i would be extreamly sceptical, want to test the valitity of his claims
Among other things you are completely missing the big picture here: what does an average of 120 FPS really mean?
It has to be broken down onto multiple levels before you can understand what that number really means. Picking a magic number and then proclaiming that genetics can't possibly allow anyone to see anything higher is completely and utterly avoiding the actual issues at hand. Your comment is so superficial that it doesn't even touch the subject, much less scratch the surface.
that is with the exception of q3 engine games where i insist on a prety much locked 80fps in order to both assure maximum jump height as well as avoid drops below 25fps.
Gee, I though it was genetically impossible to see anything better than 40 FPS?
You must be suffering from a placebo effect caused by evolution.
@_@
Mingon, sweet little progie you posted there, i had never seen such a thing before.
That doesn't surprise me at all. Now fire the program up with one side on 40 FPS and the other on 120 FPS and tell me you can't see a difference. I dare you.
Even with that ball demo I can easily see the difference between 120 FPS and 60 FPS on a 85 Hz monitor, and this is exactly the same situation as cartoons where there is no interaction at all. Imagine how much more of a difference such a score makes in a fully interactive 3D game like Quake3.
30 fps is respectable and over 40fps the difference is not noticeable.
Please tell me you're joking.
sure i can look at one side compared to the other and say there are diferences between them, but without the fps counter i would be hard pressed to say wich one is going faster if they are both running at 40fps or more.
I don't need the FPS counter to tell me that 120 FPS is smoother than 60 FPS whether in that ball demo or in a real game, nor do I need a FPS counter to tell me when the framerate has dipped below 60 FPS by more than just a few FPS in a game.
The first thing that goes is your mouse smoothness and sensitivity along with a reduced ability to shoot fast moving targets at long range. Then when the framerate falls even lower general jerkiness kicks in and it's visible even if you're standing still just watching animated textures, flickering flames/fire, rippling water, etc.
however i do my best to compensate for that with my intetlect by antisipating my oponents moves.
As does any other good player, anticipation that works far better when you're not running at a slideshow 30 FPS. Anybody can anticipate better at higher framerates because they have more snapshots into the current state of the gaming world and are thusly better informed of what's happening.
set cg_drawFPS 0
set r_swapinterval 0
bind f5 com_maxfps 30
bind f6 com_maxfps 50
bind f7 com_maxfps 70
bind f8 com_maxfps 0
I've already done similar testing like that a long time ago in addition to thorough vsync testing, in a vast range of games. Without fail any kind of framerate capping (unless it was very high like 120 FPS) introduced a laggy response to the feel of the mouse when I was doing fast turns, spins and jumps along with trying to do precision shots. And the effects of vsync were even worse than just simple capping.