why do people need 100fps?

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PG

Diamond Member
Oct 25, 1999
3,426
44
91
There are so freaking many things wrong with that statement that I don't know where to begin.

I don't know about him being exactly correct on everything, but the general idea is correct.
It's the spinning and turning issues that call for much more than 24 or 30 FPS.

Also, keep in mind that a movie at 24 FPS is very different than a game at 24 FPS. For each frame, a movie camera captures everything that happens for the full 1/24 second. Each frame is not perfectly clear, but blurry because of the motion during this 1/24 of a second. Games cannot do this, so most games don't look even remotely smooth at 24 or 30 FPS.
 

Electric Amish

Elite Member
Oct 11, 1999
23,578
1
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They need 100fps to make up for the times when the system drops to 15fps. ;)

What is truly needed is a LOWEST FPS of >30 and preferably 60+.

amish
 

GasX

Lifer
Feb 8, 2001
29,033
6
81
motion blur is the use of blurred pictures to show motion. Next time you watch a video, pause it during an action scene and advance frame by frame. You will notice that when things are moving rapidly accross the screen, their images are actually blurred.
 

kami

Lifer
Oct 9, 1999
17,627
5
81
some of you are jealous idiots.


<< damnit everyone got to my thought first...&quot;penis envy&quot;

we can see 30 fps so 120 fps isn't better than 40.....
>>



IDIOT! go play a first person game at 40fps, and then again at 120fps. If you don't notice a different YOU ARE ON CRACK. I like high FPS so when it drops it never drops below the 60-90 range.

penis envy? bunch of jealous children...
 

Demon-Xanth

Lifer
Feb 15, 2000
20,551
2
81
Reaction time. iirc it takes at least four frames between an event can be displayed and a reaction becomes an action. At 100 FPS the time is 1/25th of a second, at 40 FPS the time is 1/10th of a second.

This might not seem like a long time, but compare drag racing RTs some time. A .600 light is sleeping, a .400 light is perfect, .500 is common (in the pro classes)
 

Viper GTS

Lifer
Oct 13, 1999
38,107
433
136
FFMCobalt has the right idea.

There are 360° in a full rotation. If you spin 180° in 1/4 second, you will see this many frames:

40 fps: 10 frames
120 fps: 30 frames

Now, 180° split up into 10 frames is an 18° difference per frame. 180° split into 30 frames is 6° difference per frame. If you think there is no difference, you have never played a FPS at 120+ frames per second.

I played Q3A at 640x480 on a P3 700@ 966/GF2 GTS @ 220/400 for a reason. 133 fps is absolutely liquid. Once you've seen it &amp; played it, you won't go back.

Viper GTS
 

pulse8

Lifer
May 3, 2000
20,860
1
81
Yeah...you guys can't compare film and tv to computer screens and games. They are COMPLETELY different ways of seeing something. Film is 24fps because of the theory of persistance of vision. It's the idea that the image is still in the mind for a little while after it is removed from the screen. When one frame goes up, the picture goes black and the the next one comes up. The reason we don't notice it is because of persistance of vision. Any movie you see that is projected, exactly half of it is spent in the dark. As for TV, it works at 30fps, or 29.97, because it is interlaced. It's actually 60 fields per second. It's the interlacing that makes motion seem seamless and not jerky. Video games need more fps because it has to render each frame. It has to be more like real life. Our eyes don't see a certain amount of fps, they just see everything, so to a certain extent, so does the video game. There are frames missing when you play now, but the more you get, the more fluid the motion and the more accurate the game play.
 

NikPreviousAcct

No Lifer
Aug 15, 2000
52,763
1
0


<< FFMCobalt has the right idea.

There are 360° in a full rotation. If you spin 180° in 1/4 second, you will see this many frames:

40 fps: 10 frames
120 fps: 30 frames

Now, 180° split up into 10 frames is an 18° difference per frame. 180° split into 30 frames is 6° difference per frame. If you think there is no difference, you have never played a FPS at 120+ frames per second.

I played Q3A at 640x480 on a P3 700@ 966/GF2 GTS @ 220/400 for a reason. 133 fps is absolutely liquid. Once you've seen it &amp; played it, you won't go back.

Viper GTS
>>

HA! TAKE THAT!!! Know how I know? Cuz Viper GTS told me. :p
 

jaydee

Diamond Member
May 6, 2000
4,500
4
81


<< motion blur is the use of blurred pictures to show motion. Next time you watch a video, pause it during an action scene and advance frame by frame. You will notice that when things are moving rapidly accross the screen, their images are actually blurred. >>


This is precisly right.



<< Film is 24fps because of the theory of persistance of vision. It's the idea that the image is still in the mind for a little while after it is removed from the screen. When one frame goes up, the picture goes black and the the next one comes up. The reason we don't notice it is because of persistance of vision. Any movie you see that is projected, exactly half of it is spent in the dark. As for TV, it works at 30fps, or 29.97, because it is interlaced. It's actually 60 fields per second. It's the interlacing that makes motion seem seamless and not jerky. Video games need more fps because it has to render each frame. It has to be more like real life. Our eyes don't see a certain amount of fps, they just see everything, so to a certain extent, so does the video game. There are frames missing when you play now, but the more you get, the more fluid the motion and the more accurate the game play. >>


It also has to do with the fact it refreshes the entire picture at the same time, instead of CRT (be it television or computer monitor) which refreshes line by line horizontally. This is why after-image works. Also, the television draws 2 pictures of the same thing hence 60 refreshes per second but only 30 frames per second, it has to be a sychronous ratio like 2:1, if it were odd, such as 63:30 it would be no good, much worse than 60:30, because of the interlacing as shown above. All this has been covered in the article linked in my first post.\

Viper GTS, FFMColbalt
Any frames per second above you monitor refresh rate is useless, from what I understand, so I dunno how fps's in the 100's can benifit you unless you have some ungodly monitor. I've been wrong before, so please correct me if this is the case.
 

Aihyah

Banned
Apr 21, 2000
2,593
0
0
its less what your eye considers smooth to how much control do you want:p 40fps is fine for non action/ non fps games. remember 60hz refresh on monitors is &quot;flickery&quot; to most people:p
 

KevinH

Diamond Member
Nov 19, 2000
3,110
7
81
My, my, apparenlty some people play first person shooters on a competitive level and some people don't. It's obvious whose who.


The first few posts were filled with such misinformation it's unreal considering we're on a hardware site.

Demon-Xanth, Viper basically hit the nail on the head on why u need obscene fps'. In q3, a lot of player flick 180degrees in a split second to turn around. It's a lot easier and accurate to do with better frames. Then again, if u're game is camperstrike, the necessity of high frames isn't there, at least as much.

 

SuperCyrix

Platinum Member
Mar 4, 2001
2,118
0
0
The 180 degree argument I don't get. What if instead of the current 360 degree unit for a circle, we decide to call 3,600 degrees a full circle and 1,800 degrees a 1/2 circle? Does it follow that we need 1,800 fps to turn around?
 

Viper GTS

Lifer
Oct 13, 1999
38,107
433
136
The 180 degree argument I don't get. What if instead of the current 360 degree unit for a circle, we decide to call 3,600 degrees a full circle and 1,800 degrees a 1/2 circle? Does it follow that we need 1,800 fps to turn around?

No. The key is that the more frames you see during a given stretch of motion, the smoother it will appear. Beyond that the numbers/times/etc. are made up to demonstrate that point.

Viper GTS
 

TripleJ

Platinum Member
Apr 29, 2001
2,667
0
0
<<IDIOT! go play a first person game at 40fps, and then again at 120fps. If you don't notice a different YOU ARE ON CRACK. I like high FPS so when it drops it never drops below the 60-90 range.>>


Hmmm, since I've only got an MX card, I might invest in some crack then. ;)
 

KevinH

Diamond Member
Nov 19, 2000
3,110
7
81
Yah, that's why I said Viper hit the nail on the head. I butchered his explanation but you get the idea.
 

KevinH

Diamond Member
Nov 19, 2000
3,110
7
81
Jaydee - Turn off the vsync option on your video cards and the refresh rate on your monitor becomes irrelevant.

I've relinked this article everytime this discussion comes up but if you aren't a hard core gamer that these cards are directed towards this prolly won't interest you :

REgarding Frames.
 

SuperCyrix

Platinum Member
Mar 4, 2001
2,118
0
0
Hey, this might be why I tend to hurl when playing games like Quake3 for more than 2 minutes. Maybe what I've been needing all along is to spend a buttload of money.
 

AvidOC

Banned
Apr 10, 2001
669
0
0
rseraji - I think its net_graph in the console, you get 5 different versions net_graph 1 net_graph 2 and so on PM me for anything else
 

B00ne

Platinum Member
May 21, 2001
2,168
1
0
Besides motion blur there is another reason why more than 24 fps are required in games. Have u noticed that when u look somewhere everything that is not in ur focus is blurred - same with camera lenses thus with movies too. In games everything on the screen no matter how far away is sharply focussed, which makes u notices low fps even more. Besides whoever says that the human can only see 24 fps or must be stupid. If it was like that nobody could safely drive a car let alone flying jets at 30m above ground. To test it just set your monitor below 75Hz u will notice it flickers why is that cause usee the switching of the frame so the border must lie around 70-80 Hz what the human can see.