Originally posted by: Leafblighter
Nah, the fps on a TV is 30....actually the screen as a whole is refreshed 60 times a second, but the picture is refreshed first with the odd numbered horizontal lines and then on the next pass the even numbered ones. So the full frame is refreshed 30 times a sec.
It depends upon which standard your referencing. There are two broadcast television standards in the world, NTSC refreshes at 30FPS, and PAL refreshes at 25FPS.
TV is not comparable to a monitor though, typically you'll be viewing the TV under different lighting conditions then you would a monitor and from varying angles and distances also.
The biggest difference is the display is input vastly differently then it is on a CRT monitor though, plus TV's have the benefit of motion blur which will suffice to remove choppiness.
Monitors have no such benefit, and without motion blur will become eviedently choppy at lower speeds.
That said, I think what FPS is 'acceptable' depends considerably upon individual eyesight, what the user is accumtomed to, and what type of game is being played.
First person shooters with theri rapid movement, and twitch gaming are something of an excessive condition in which FPS are far more important then in most genres.
They thrive upon constant and rapid motion of many characters on scene at once, a twitch movement to the left/right or gun-fire can mean the difference between life/death in the game.
So is 30FPS in a FPS adequate?
Hell no.
IMHO 40FPS is a more suitable minimum.
The complete opposite stratum can be viewed with flight sims. Such games would feature large planes that cover any given distance dramatically slower then shooters. A fairly constant and standard surface texture doesnt necessitate rapid updates, nor is there any twitch gaming in which a split second reaction will make a subtantial difference. You'll typically be required to induce slower and more controlled movement.
Under such conditions I'd say 20FPS is ideally suited. Indeed, there are flight sims available from over two years ago that even today's most powerful systems can only manage 40FPS in, and yet you never hear anyone complain about that.
For me personally?
I play 90% RPG's.
In an RPG you'll traditionally have a large field of view, with multiple smaller characters and a lanscape that would only slowly deviate.
Movement relies almost exclusively upon AI path finding abilities, and isnt much dependent upon user input. Rapid responses are a virtual non-entity, as RPG's typically require more strategy and fore-thought then most other genres. Combat is also takes place at a much slower pace then other genres, and is usually relatively drawn out.
In RPG's I'd usually say 30FPS is 100% adequate. Higher frame rates usually institute more problems then they solve, AI pathfinding can be considerably impacted and with the necessity of far more rapid updates of landscape the pathfinding code will have to be far quicker and more accurate then might otherwise be necessary.
Combat scenes that are usually set on a standard time-line awaiting user in-put could be off-set and you may find individual animations partially cut off at the end as the engine struggles to catch up.
Hence the reason the vast majority of RPG's are fixed at a set frame rate that does not allow diviation.
More first person oriented RPG's like Morrowind don't suffer as heavily from the above issues, but even so you'll seldom require even 30FPS.
An example of a genre that can diviate hugely depending upon the individual game would be sports. As there are so many dfferent sports, different games could require vastly different responses and feature completely dis-similar manners of rendering.