Difference of different FPS

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Difference of different FPS

Postposted on Fri Apr 05, 2013 3:09 pm

flip-mode
Gerbil Khan
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Re: Difference of different FPS

Postposted on Fri Apr 05, 2013 3:34 pm

flip-mode wrote:http://i.minus.com/iuHMClLCinzEh.gif

from

http://www.reddit.com/r/gaming/comments ... _relative/

Nice visual

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Re: Difference of different FPS

Postposted on Fri Apr 05, 2013 3:39 pm

Its a nice visual, but i do not think it is realistic. A calibration Bluray/DVD disc on a TV at 24fps could make that line move much more smoothly then the 50 FPS example.

I viewed it in chrome.
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Re: Difference of different FPS

Postposted on Mon Apr 15, 2013 5:05 am

vargis14 wrote:Its a nice visual, but i do not think it is realistic. A calibration Bluray/DVD disc on a TV at 24fps could make that line move much more smoothly then the 50 FPS example.

I viewed it in chrome.

It'd use motion blur to do it though...this is more relevant to a non preprocessed source I'd think.
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Re: Difference of different FPS

Postposted on Mon Apr 15, 2013 5:29 am

The key to the whole FPS business has always been the source material. Animators and filmmakers have known the tradeoffs between framerate for decades. Their decision on what is the best framerate to use has always been the source material. Simple storytelling and a few cutscenes with no fast-paced action? Slower framerates are used. Fast-paced action sequences? Use faster framerates.

For animators and filmmakers, there's a significant cost for increasing the framerate. You have to make the film itself longer which means you have to use more film (several canisters for a full-length feature). Mastering and editing becomes a more tedious and complicated process which makes publishing more time-consuming. There's a massive incentive to reduce the framerate as much as possible without compromising fluid animation too much.

For real-time 3D rendering, the cost is more processing power and memory. Not everybody in your target audience has the budget to afford the hardware needed for a super-fluid framerate with all of the eye candy and bells and whistles. They have make a decision on how much detail they can pull off without killing the systems of your mainstream audience.

For professional 3D projects, the problem becomes time versus how much processing power and memory your render farm can afford with your given budget (Not every studio is fortunate as folks at Pixar, Dreamworks and IML).
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Re: Difference of different FPS

Postposted on Mon Apr 15, 2013 6:06 am

Krogoth wrote:You have to use more film (several canisters for a full-length feature). Mastering and editing becomes a more tedious and complicated process which makes publishing more time-consuming. There's a massive incentive to reduce the framerate as much as possible without compromising fluid animation too much.
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Re: Difference of different FPS

Postposted on Mon Apr 15, 2013 9:18 am

and here is the other graphic that someone worked up in Javascript demonstrating the difference between 15,30, 60 and 120 FPS.
http://htmlpaste.com/19d372d32cab26da3a59d769094f9f1f39db6ae9

Of course in real game play the FPS tends to jump around a lot so you don't get the clear delineation in quality that this shows. Still it's useful for someone that has no idea of why there is a problem with the differences in frame rates.
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Re: Difference of different FPS

Postposted on Mon Apr 15, 2013 10:48 am

3dfx's T-Buffer will solve everything!
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Re: Difference of different FPS

Postposted on Mon Apr 15, 2013 12:14 pm

Different people have different thresholds. I can tolerate and enjoy games even down to 4-5 fps if they are the right kind of game to play at that speed. Same with pixel density I can tolerate large pixels some cant.

Sane things happen with music quality and cars and well everything. Lucky people can handle cheapo gear others need to bleed out their wallet every day just to stay above water.
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Re: Difference of different FPS

Postposted on Mon Apr 15, 2013 10:43 pm

nanoflower wrote:and here is the other graphic that someone worked up in Javascript demonstrating the difference between 15,30, 60 and 120 FPS.
http://htmlpaste.com/19d372d32cab26da3a59d769094f9f1f39db6ae9
This is really fun! It's like night-and-day on my 120hz Lightboost display; even 60hz and 120hz are IMMEDIATELY discernible.

60hz and 120hz look identical on my 60hz IPS displays, but 30fps still looks awful; the last isn't even worth mentioning.
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Re: Difference of different FPS

Postposted on Thu Apr 18, 2013 12:35 am

JustAnEngineer wrote:
Krogoth wrote:You have to use more film (several canisters for a full-length feature). Mastering and editing becomes a more tedious and complicated process which makes publishing more time-consuming. There's a massive incentive to reduce the framerate as much as possible without compromising fluid animation too much.
Film's days are numbered, even in Hollywood. Digital cinematography will dominate shortly.


The problem becomes how much processing power, time and memory your project needs. ;)
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Re: Difference of different FPS

Postposted on Sun Apr 21, 2013 4:17 pm

auxy wrote:
nanoflower wrote:and here is the other graphic that someone worked up in Javascript demonstrating the difference between 15,30, 60 and 120 FPS.
http://htmlpaste.com/19d372d32cab26da3a59d769094f9f1f39db6ae9
This is really fun! It's like night-and-day on my 120hz Lightboost display; even 60hz and 120hz are IMMEDIATELY discernible.

60hz and 120hz look identical on my 60hz IPS displays, but 30fps still looks awful; the last isn't even worth mentioning.


And for me I don't really see a problem until it gets down to 15FPS. I can see the differences but it doesn't become truly objectionable until it gets down to that level. That's with a CRT running at 85Hz.
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Re: Difference of different FPS

Postposted on Sun Apr 21, 2013 5:33 pm

I'm not sure I buy those animations, though maybe it's just that my system is rendering them too slow or black-on-white is particularly noticeable. I do Fraps recordings at 25fps to keep the size down and it's pretty fluid.
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Re: Difference of different FPS

Postposted on Sun Apr 21, 2013 5:46 pm

That's one of the keys. In a game its rarely every black on white.. the less contrast there is the less you can see it.
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