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Do you really need 60 fps? - Page 6

post #51 of 52
In Crysis and Metro is smooth up to 25fps. Anything lower it feels slow. This is because they also got motion blur which help a bit. The thing is that in many game if you can get 60 fps most of the time you are safe from 20s which would cause lag. If you get 30s in a game you are so close to the line you most certainly get slow downs. Also some other games are different. In CSS i can tell the difference between 60 fps and 80fps. Anything under 80fps in CSS will not do for me.
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post #52 of 52
Quote:
Originally Posted by rammbhat View Post
You dont.. Your eyes need 24fps to get the feeling of continuous motion.. BUT.. most games never offer stable fps rates.. Technically speaking a game that offers a stable 24fps rate is better than one that offers 100fps but has a min fps of 10 or so.. But different scenes have different compositions.. So its better if u have a system which gives out higher fps cos the minimum fps will be low.. Min fps is an overlooked concept imo..
Lolwut? It's true that high mins is good for fluidity, but the 24 FPS parts is BS. Correction coming up after the next quote.

Quote:
Originally Posted by melterx12 View Post
a video looks smooth at 29 fps, but when youre playing the game its not smooth. theres a difference
This. There's a good explanation for this.

Hold up your hand and move it quickly from side to side. You'll notice a thing modern games include: Motion blur. Your gets blurred and you see a trail behind it. This is the result of how our eyes work. Fast movements = Blur.

Now imagine a video camera recording something. This will also record the blur, your eyes see. So there's built in motion blur. This can be observed by freezing a frame while something moves fast across the screen (e.g. a man flailing his arms). This motion blur has a certain effect: Because we see the trailing blur behind a moving object, it looks more fluid. Every frame kind of blends into the frame before it and it doesn't require as many frames. (This is not to be confused with the "3 frames repeated for an actual 72 fps", which was meant to hide the fact that the screen in a cinema goes black between each frame. Triple the framerate and people won't be able to notice this any longer. This has nothing to do with fluidity of motions.)

In a game, this natural blur doesn't occur (rhyme I, too, can do Lol, I don't know...). Every frame is a still shot, we don't get that fluid blending of frames. This means that to get a fluid motion we have to up the framerate, to get to see more of the motion. Someone mentioned that he needed more frames to avoid grenades which is a prime example of this thing. More frames = We get to see more of the motion = Motion is more fluid

So to get more of this (fluid motion, e.g. what we see in TV):
http://www.chartherct.com/wp-content...r-dsc_0692.jpg
and less of this (still frame, e.g. what we see in games):
http://zedomax.com/blog/wp-content/u...009/07/car.jpg
we have to increase the framerate.

The problem is that our brain is designed to see the motion blur and not still frames, so, as someone said earlier, the framerate in a game can never be so high that the game will be 100% smooth. So yes, there's a clear difference between 24 and 60 FPS, there's a less obvious difference between 60 and 120 FPS and so on, but it's there.

This page has all the answers: http://www.100fps.com/how_many_frame...humans_see.htm
If you take your time to read it and learn ('cause it's true), then good for you and thank you for not bothering us with stupid posts again. If you don't want to take your time or try to learn, then just leave, 'cause then there'll be those 10 posts less of raging and flaming on an already troubled forum.
Edited by B!0HaZard - 12/20/10 at 3:52pm
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