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141. Re: well listen Aug 2, 2004, 10:49 Theo
 

"Pay attention grunts who didn't pay attention in class and all you FNGs. WebDemon did his homework. Didn't everyone wonder why all the performance charts had 30fps in the middle of the chart and 60fps as the max, and a smooth gameplay is defined as above 30fps while choppy play occurs when fps drop below 30?"

What a load of bollox, on so many levels...

"choppy" is going to be defined based on how many frames a single animation needs to complete as apposed to how many available frames there are as defined by the hardware...

You could make a game totally UN choppy at less than 30fps. Providing the animations in question ran less than the available frames.

Quake 1 is probably a pretty good example of this, most of the movement in q1 is not 2 frame heavy. Hence you are able to run at a low(ish) "cl_maxfps" without compromising the experience a huge amount.

As for your point "wonder why all the performance charts had 30fps in the middle of the chart and 60fps as the max"

Well thatís rather obvious. 60FPS is a enforced FPS limit (at least in the single player game), again much like the Q1 single player game (that also had a limit frame rate in single player assuming unedited config) so, half of 60, 30... Thatís why itís in the middle. Nothing sinister there.

Its all down to animations vs. frame availability. Something that also defines a ďchoppyĒ experience in my personal opinion is a wildly fluctuating frame rate. Consider this, it obvious the human eye is capable of taking in hundreds up on hundreds of frames per second, so why does a mere 25, suffice for me when watching television in the uk? Again obvious, its due to the consistency of the experience. My eye views the image, tunes in to the frequency thatís its running at, and because that frequency remains constant it remains as a pleasurable experienceÖ

I guess that is 1 good argument for hard coding the frame limit in a game, choose a number that out numbers your animations, then when the hardware catches up, people will have one of the smoothest experiences on the eye possible. Just like watching a TV.

Obviously how complicated doom 3 animations are, thatís another conversationÖ and one I just donít know anything about.

and no, I havenít spell checked this post, or really thought about it to much, just wanted to point out some things that in my mind are just obvious facts.


 
 
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