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isn't 24FPS laggy?

 
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haxor5354
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PostPosted: Wed Feb 02, 2011 8:33 pm    Post subject: isn't 24FPS laggy? Reply with quote

when i play MW2 on my old machine, the frame rates are between 20 and 30. and it seems pretty choppy. but when i watch a film at 24FPS it makes all the difference in the world.. why is this?
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Choycolate
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PostPosted: Wed Feb 02, 2011 9:10 pm    Post subject: Reply with quote

LOLS 20 to 30 FPS in games are different from MOVIES cause MOVIES needs less FPS and GAMES needs like 60FPS for stable gameplay
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hcavolsdsadgadsg
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PostPosted: Wed Feb 02, 2011 9:19 pm    Post subject: Reply with quote

movies have motion blur, games (generally, which opens up the can of worms about low fps effecting other things like input. you need frames to sample from anyway) don't.
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Hero
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PostPosted: Wed Feb 02, 2011 10:25 pm    Post subject: Reply with quote

slovach wrote:
movies have motion blur, games (generally, which opens up the can of worms about low fps effecting other things like input. you need frames to sample from anyway) don't.
I have games with motion blur ;-;
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hcavolsdsadgadsg
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PostPosted: Wed Feb 02, 2011 10:33 pm    Post subject: Reply with quote

thankfully i explained that exact issue in my post.
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Hero
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PostPosted: Wed Feb 02, 2011 11:10 pm    Post subject: Reply with quote

slovach wrote:
thankfully i explained that exact issue in my post.
But you said they don't. Mine do, why you gotta troll me?
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Shota
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PostPosted: Wed Feb 02, 2011 11:53 pm    Post subject: Reply with quote

Hero wrote:
slovach wrote:
thankfully i explained that exact issue in my post.
But you said they don't. Mine do, why you gotta troll me?

troll response;
movie motion blur =/= vidya game motion blur

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atom0s
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PostPosted: Thu Feb 03, 2011 1:18 pm    Post subject: Reply with quote

rockista80 wrote:
LOLS 20 to 30 FPS in games are different from MOVIES cause MOVIES needs less FPS and GAMES needs like 60FPS for stable gameplay


Not really, you can play a game at 30fps and it will play fine. Your eyes will adjust to the frame rate over time as well. After a bit of getting used to it will look smooth to you.

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Dark Byte
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PostPosted: Thu Feb 03, 2011 1:26 pm    Post subject: Reply with quote

often the input is linked to fps (render frame, handle user input, render frame, handle user input, etc...). So instead of being able to do 60 movement instructions in one second you're limited to only 24 movements in that second. This makes movement a bit more choppy (Try making a nicely curved line in 20 fps and 100 fps. In 20 fps your line exists out of 20 points while in 100 fps your line exists out of 100, guess which one looks better)
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Last edited by Dark Byte on Thu Feb 03, 2011 1:34 pm; edited 1 time in total
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Hero
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PostPosted: Thu Feb 03, 2011 1:33 pm    Post subject: Reply with quote

Dark Byte wrote:
often the input is linked to fps (render frame, handle user input input, render frame, etc...). So instead of being able to do 60 movement instructions in one second you're limited to only 24 movements in that second. This makes movement a bit more choppy (Try making a nicely curved line in 20 fps and 100 fps. In 20 fps your line exists out of 20 points while in 100 fps your line exists out of 100, guess which one looks better)
But the human eye can only see 60FPS. I don't really think more than that is needed though a lot of people like 120hz monitors for gaming. I do not see the need.
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Haswell
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PostPosted: Thu Feb 03, 2011 1:45 pm    Post subject: Reply with quote

http://www.boallen.com/fps-compare.html

This is like arguing about turning vsync on or off. Some people can't stand screen tearing, so do. It's all in the matter of personal preference.
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hcavolsdsadgadsg
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PostPosted: Thu Feb 03, 2011 5:09 pm    Post subject: Reply with quote

Hero wrote:
Dark Byte wrote:
often the input is linked to fps (render frame, handle user input input, render frame, etc...). So instead of being able to do 60 movement instructions in one second you're limited to only 24 movements in that second. This makes movement a bit more choppy (Try making a nicely curved line in 20 fps and 100 fps. In 20 fps your line exists out of 20 points while in 100 fps your line exists out of 100, guess which one looks better)
But the human eye can only see 60FPS. I don't really think more than that is needed though a lot of people like 120hz monitors for gaming. I do not see the need.


this is a myth and i don't know why people still think this.

the human eye doesn't see frames and if you really wanted to measure it that way it would be well into the hundreds.
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Hero
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PostPosted: Thu Feb 03, 2011 6:48 pm    Post subject: Reply with quote

slovach wrote:
Hero wrote:
Dark Byte wrote:
often the input is linked to fps (render frame, handle user input input, render frame, etc...). So instead of being able to do 60 movement instructions in one second you're limited to only 24 movements in that second. This makes movement a bit more choppy (Try making a nicely curved line in 20 fps and 100 fps. In 20 fps your line exists out of 20 points while in 100 fps your line exists out of 100, guess which one looks better)
But the human eye can only see 60FPS. I don't really think more than that is needed though a lot of people like 120hz monitors for gaming. I do not see the need.


this is a myth and i don't know why people still think this.

the human eye doesn't see frames and if you really wanted to measure it that way it would be well into the hundreds.
On this note I found http://www.100fps.com/how_many_frames_can_humans_see.htm which seems to tell a lot and also says it doesn't exactly see frames.
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