IPB

Welcome Guest ( Log In | Register )

> Hydrogenaudio Forum Rules

- No Warez. This includes warez links, cracks and/or requests for help in getting illegal software or copyrighted music tracks!
- No Spamming or Trolling on the boards, this includes useless posts, trying to only increase post count or trying to deliberately create a flame war.
- No Hateful or Disrespectful posts. This includes: bashing, name-calling or insults directed at a board member.
- Click here for complete Hydrogenaudio Terms of Service

Maximum perceivable FPS, Split
penvzila
post Sep 15 2003, 20:42
Post #1





Group: Members
Posts: 157
Joined: 16-August 02
From: 地獄
Member No.: 3077



QUOTE (streightedg @ Jul 31 2003, 12:48 PM)
..... its like frame-rates in video games: once you're over about 60 frames per second, any more is a waste.
....

Wo ho ho, speaking of bs. You think the average person cannot tell the difference between 60 and 100 fps? Do you do much computer gaming?


--------------------
地獄
Go to the top of the page
+Quote Post
 
Start new topic
Replies
smok3
post Sep 18 2003, 22:00
Post #2


A/V Moderator


Group: Moderator
Posts: 1747
Joined: 30-April 02
From: Slovenia
Member No.: 1922



just a comment about flickering vs motion:
there are 2 different frequencies, one is called 'enough fps to give the impression of motion' and another is 'enough fps to disable flickering'.

(old example: films shot at 24fps are actualy shown at 24x2 or 24x3 to remove the flickering in cinemas.)

QUOTE
and it's not unusual to see flicker in one of these here in europe (50 Hz).
yes, they are usualy in contra-sync so to get 100 Hz, but when things go wrong...

QUOTE
In any case, I remember an article/post claiming that the frame rate also affected the physics of a virtual world. It was never clear to me how exactly that was possible, particularly in a multi-player battle.
with my limited experience with some 3d apps that actually did the collision detection there was usually a separated unit of time - 'something like mimium delta time between calculations', so you would higher that when the objects would look through each other when colliding...., uhm, so in case that value is the same as fps that could happen. <offtopic> i have also seen a game when you get killed only in replay, but that counts as real end... tongue.gif </offtopic>

This post has been edited by smok3: Sep 18 2003, 22:09


--------------------
PANIC: CPU 1: Cache Error (unrecoverable - dcache data) Eframe = 0x90000000208cf3b8
NOTICE - cpu 0 didn't dump TLB, may be hung
Go to the top of the page
+Quote Post

Posts in this topic
- penvzila   Maximum perceivable FPS   Sep 15 2003, 20:42
- - rjamorim   QUOTE (penvzila @ Sep 15 2003, 04:42 PM)Wo ho...   Sep 16 2003, 02:17
- - 2Bdecided   QUOTE (rjamorim @ Sep 16 2003, 01:17 AM)http:...   Sep 16 2003, 09:20
- - teetee   Do you ever see car wheels appearing to rotate bac...   Sep 16 2003, 13:12
- - 2Bdecided   It only happens in real life under artificial ligh...   Sep 16 2003, 13:25
- - sthayashi   QUOTE (rjamorim @ Sep 15 2003, 05:17 PM)http:...   Sep 16 2003, 13:43
- - ScorLibran   QUOTE (sthayashi @ Sep 16 2003, 08:43 AM)QUOT...   Sep 16 2003, 21:32
- - streightedg   QUOTE (penvzila @ Sep 15 2003, 02:42 PM)QUOTE...   Sep 17 2003, 00:40
- - sthayashi   QUOTE (ScorLibran @ Sep 16 2003, 12:32 PM)I d...   Sep 17 2003, 01:35
- - Audible!   From my (pathetically extensive) gaming experience...   Sep 17 2003, 01:43
- - Canar   I don't know... if there was a good, realistic...   Sep 17 2003, 02:45
- - ScorLibran   QUOTE (sthayashi @ Sep 16 2003, 08:35 PM)That...   Sep 17 2003, 03:28
- - gutzalpus   QUOTE It only happens in real life under artificia...   Sep 17 2003, 03:37
- - phong   QUOTE (gutzalpus)I've seen the "wheels go...   Sep 17 2003, 07:16
- - 2Bdecided   QUOTE (Canar @ Sep 17 2003, 01:45 AM)I don...   Sep 17 2003, 10:20
- - sld   QUOTE (gutzalpus @ Sep 17 2003, 10:37 AM)I...   Sep 17 2003, 14:53
- - KikeG   Another well known phenomena: the greater the disp...   Sep 17 2003, 15:47
- - Gnerma   A FPS ABX program would be great, but it would hav...   Sep 17 2003, 20:01
- - mmortal03   QUOTE (Audible! @ Sep 16 2003, 06:43 PM)F...   Sep 17 2003, 21:40
- - Audible!   QUOTE Do you know of any 3d games that have benchm...   Sep 17 2003, 23:20
- - Pio2001   Since I've got no motion blur in Unreal Tourna...   Sep 18 2003, 00:03
- - Chun-Yu   Descent 3 has motion blur if you have a P-III or a...   Sep 18 2003, 01:09
- - penvzila   The other day my uncle said to me "why do you...   Sep 18 2003, 03:53
- - mmortal03   QUOTE (Audible! @ Sep 17 2003, 04:20 PM)Q...   Sep 18 2003, 03:55
- - penvzila   QUOTE (Canar @ Sep 16 2003, 05:45 PM)I don...   Sep 18 2003, 04:00
- - penvzila   QUOTE (mmortal03 @ Sep 17 2003, 06:55 PM)QUOT...   Sep 18 2003, 04:02
- - streightedg   QUOTE (penvzila @ Sep 17 2003, 09:53 PM)...So...   Sep 18 2003, 04:44
- - NeoRenegade   Think about this for a second. Electricity cycles ...   Sep 18 2003, 05:02
- - penvzila   Actually some games set the monitor to 60hz, i was...   Sep 18 2003, 05:43
- - penvzila   QUOTE (streightedg @ Sep 17 2003, 07:44 PM)QU...   Sep 18 2003, 05:46
- - KikeG   60 Hz monitor flicker is easy to tell from, say, 7...   Sep 18 2003, 07:56
- - _Shorty   fluorescent flicker can be pretty annoying here in...   Sep 18 2003, 09:19
- - streightedg   why is it that you notice the flickering of comput...   Sep 18 2003, 14:25
- - sthayashi   QUOTE (streightedg @ Sep 18 2003, 05:25 AM)wh...   Sep 18 2003, 15:54
- - phong   Also, human vision off-center is significantly mor...   Sep 18 2003, 17:43
- - smok3   just a comment about flickering vs motion: there a...   Sep 18 2003, 22:00
- - Audible!   QUOTE fraps FRAPS is not exactly the highest accur...   Sep 18 2003, 23:25


Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 



RSS Lo-Fi Version Time is now: 29th December 2014 - 15:06