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30 fps is not the limit of the human eye - Page 7

post #61 of 82
Quote:
Originally Posted by amdgig View Post

Regarding the Telly and the refresh rate of it .
Out here in Aus , the ac main line frequency is 50hz , so while that is what you see on a old Crt telly refresh rate in a basic way is 50hz (the screen actually double scans so is 100hz) , but an American i met once said he could see the screen flickering as they are used to 60hz line frequency .
hz- cycles per second ., just a bit of trivia biggrin.gif

That is in fact incorrect. TV's are 50Hz interlaced meaning there are 50 half images a second. If converted to progressive scanning that is 25 FPS. American TV's run 60Hz which is why TV shows there are 30 FPS. Movies use 24 FPS and have for a very long time.
    
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post #62 of 82
interesting program, i noticed a difference. now if only i could see 30 vs 60 vs 120
post #63 of 82
Unless they plant some FPS measuring device in my eyes, I'm fine. As long as my games are smooth and I can play it, I'm good.
post #64 of 82
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Edited by amdgig - 5/8/14 at 1:30am
    
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post #65 of 82
For some reason, anything below 40 fps for me seems to be mediocre.
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post #66 of 82
TLDR = What is the limit people can see at? not counting what they're able to distinguish, just what the eye can physically see.
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post #67 of 82
ran into a guy the other day on BF3 claiming the human eye could only see 24 fps lol. his argument was, well if we could see more why do they make movies at 24 fps lachen.gif
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post #68 of 82
I think 30FPS is playable and 60FPS is A LOT smoother. On a 120HZ monitor I feel anything above 100 Hz isn't hugely noticeable to my eyes.
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post #69 of 82
I think one thing that most people are not aware of is that higher frame (beyond what we can differentiate from) is important to see every nanosecond of action that occurs in a game. If you’re in the heat of battle, spinning your view around, while being attacked and all sorts of effects are showering your screen, low FPS could have you missing much action. Picture an opponent that was in your cross hair moving as you are moving as well. You go to fire as he lands back in your cross hairs and the next thing you know is you missed and he has shot you dead. Because of low FPS, your system did not display his actions that were happening in split-second. Even though it seemed like your timing was spot on, he was not actually there anymore but was locked on you and got you good.

I used to never invest in high end systems but played Unreal tournament, Battlefield 2 and a few other games, back in the day, mostly in frustration. I was good but there were so many that were better. For a long time, I just thought that so many people were just that much better than me. Turns out I was missing half the action by only getting an average of twenty something FPS (when things got intense). So it's not a question about how fast your eyes can detect frames flashing in front of you, it's how fast your system can display seamless/continues action in these frames (Virtual Snapshots to call it something) it’s displaying to you. If it missed a crucial movement, then it has no snapshot of this and therefore you will never get a chance to see it amongst the multitude of snapshots it’s quickly displaying.

The last point is your maximum FPS. I used to think people upgrading their systems and/or overclocking to get these outrages FPS on benchmarks didn’t matter much. Well having a system that can reach such high FPS like 120FPS on moderate graphic benchmarks (as most benchmarks do not test with action that will be the max that you will ever encounter in a game), will insure that when the graphics do get crazy, you might never drop below 60 (as an example) and will most likely catch 80% of the action.

post #70 of 82
I don't understand why people still believe 30fps is the limit the eye can see.
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