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What is it about certain games that make it "feel" better at lower framerates?

post #1 of 6
Thread Starter 
I consider myself very sensitive to framerates. In majority of the games I play, as soon as I drop under 60fps, 500 redflags go up in my mind and the enjoyment is nearly sucked out of playing the game. It just appears constantly stuttery, very very uneven frames. But then there's certain games, where when I drop under 60 it doesn't bother me nearly as much and I feel I could play them at that framerate. Two examples of these games are Metro Last Light and Crysis 3. Is it the games engine? How it was built up? I can drop below 60 in these two games and I'm nowhere near as bothered if I would drop under 60 in a game like BF3/Chivalry/etc etc etc. So does anybody know the intricacies of this?
post #2 of 6
Both metro and Crysis have insanely good motion blur - both object and scren-based. That's really the only reason. The blur is good enough that even when you're down to 40-something, it still appears to be very smooth.

I can't speak for the 4A Engine (Metro), but I can comment on how CE3 does it.

Unlike most games/engines, CE3's motion blur is shader based - not velocity/screen effect based. Basically, in most games, motion blur is just an effect slapped over the sceen, with the intensity adjusted by the velocity of the player (i.e. turn speed, movement speed, etc.). In Crengine, it's much more smart. The engine takes into account how far away the objects are, and blurs accordingly - i.e. closer objects blur more than further objects. It takes a TON more power, but as a result is much more realistic.

http://www.slideshare.net/TiagoAlexSousa/secrets-of-cryengine-3-graphics-technology

There's some info on page 41.
Edited by doomlord52 - 7/18/13 at 1:17pm
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post #3 of 6
I think constant frame rates are the key to perceived smoothness. I can run at 60 FPS all day and be fine but running at 60 and dropping suddenly is noticeable, whereas a constant 40 fps is still smooth to me as well.
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post #4 of 6
Thread Starter 
Quote:
Originally Posted by doomlord52 View Post

Both metro and Crysis have insanely good motion blur - both object and scren-based. That's really the only reason. The blur is good enough that even when you're down to 40-something, it still appears to be very smooth.

I can't speak for the 4A Engine (Metro), but I can comment on how CE3 does it.

Unlike most games/engines, CE3's motion blur is shader based - not velocity/screen effect based. Basically, in most games, motion blur is just an effect slapped over the sceen, with the intensity adjusted by the velocity of the player (i.e. turn speed, movement speed, etc.). In Crengine, it's much more smart. The engine takes into account how far away the objects are, and blurs accordingly - i.e. closer objects blur more than further objects. It takes a TON more power, but as a result is much more realistic.

http://www.slideshare.net/TiagoAlexSousa/secrets-of-cryengine-3-graphics-technology

There's some info on page 41.

Ahh interesting read, thanks for that.
Quote:
Originally Posted by Rickles View Post

I think constant frame rates are the key to perceived smoothness. I can run at 60 FPS all day and be fine but running at 60 and dropping suddenly is noticeable, whereas a constant 40 fps is still smooth to me as well.

That's interesting too. If I cap majority of my games at 40fps it's a constant jittery/stuttery mess. Damn are my eyes just messed up or something :/
post #5 of 6
Same here. I prefer stable locked 30fps more than 60 deeping down to 30-40.

Stable for all things. But ofc 60 is still the best.


That and motion blur. Metro really have good motion blur. As well as dark souls and dead rising
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post #6 of 6
Quote:
Originally Posted by doomlord52 View Post

Both metro and Crysis have insanely good motion blur - both object and scren-based. That's really the only reason. The blur is good enough that even when you're down to 40-something, it still appears to be very smooth.

I can't speak for the 4A Engine (Metro), but I can comment on how CE3 does it.

Unlike most games/engines, CE3's motion blur is shader based - not velocity/screen effect based. Basically, in most games, motion blur is just an effect slapped over the sceen, with the intensity adjusted by the velocity of the player (i.e. turn speed, movement speed, etc.). In Crengine, it's much more smart. The engine takes into account how far away the objects are, and blurs accordingly - i.e. closer objects blur more than further objects. It takes a TON more power, but as a result is much more realistic.

http://www.slideshare.net/TiagoAlexSousa/secrets-of-cryengine-3-graphics-technology

There's some info on page 41.

^ This.
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