From: Jim
Collier
Subject: FPS Rebuttal
OK, I must give my rebuttal to the arguments against my
FPS stance (being "higher FPS *IS* better").
Response to Adam: I never mentioned deathmatch modes or
complex areas. Therefore I made no comments as such to rebut! Of course deathmatch and
complexity will slow the FPS down. In fact, when I deathmatch, I cap FPS at 60 to reduce
traffic.
Response to Czar: Claims such as "IT IS PROVEN
BIOLOGY" don't impress me, nor should they convince anybody. Specific references to
such "proof", that we can check out for ourselves might be persuasive.
Pseudo-science talk doesn't impress me either. This is not a flame on you, but on your
weak argument. Big words and apparent self-inclusion into the scientific community do not
a good argument make. You need substance--references to controlled statistically
significant studies. Your argument got confusing after the midway point, and is also
riddled with logical fallacies; for example, the falsely dichotomous question posed at the
end.
And you still did not address my "experiment".
In fact, I performed another one. I went farther on this one and made it
"DOUBLE-blind" (even *I* didn't know the FPS that was being tested [until
later], nor did I observe the experiment in action). I also increased the sample size from
1 to 5...still nowhere near enough to offer statistical significance, but enough to form
the basis of a good albeit not bulletproof argument.
Using the "cl_maxfps" setting, each person
(none of whom had played Quake II before) tested four modes: 15 fps, 30 fps, 60 fps, and
120 (in random order). Test machine was an overclocked P300, SLI Voodoo2, 1024x768 at
120Hz. Subjects first got acquainted to Quake II in software mode. Then they instructed to
notice playability and overall visual quality in 3dfx mode--they were told nothing else,
and no mention was made of the concept of FPS. However most of the subjects quickly
figured out what was being manipulated, if not able to put it into exact words.
In 120, 60, and sometimes even 30 fps modes, the actual
FPS would occasionally drop below the capped limit (and I seriously doubt it ever came
near 120). I'm sure of this for the same reason I'm sure that higher FPS=better:
quantitative and qualitative comments by the test subjects, and my own observations of the
testing environment the subjects were exposed to.
The results? All modes were clearly distinguished and
universally ranked in order of preference: 15, 30, 60, 120. To me, the 120 mode didn't
have as big a difference over 60 as the other increments did, but I know this machine was
never coming anywhere close to 120 FPS. But it was quite noticeable. 15 FPS was
predominately had comments such as "annoying" and "disorienting".
Almost everyone was amazed at the 120 mode and had no idea computer games were up to that
level of realism.
Please explain these results to me, Czar. Tell me how
your facts of biology can accommodate (or refute) these results. I didn't take your
argument personally, I took it as a challenge to my own convictions. Now they are
reinforced, but I'll always be open to better evidence and better arguments to the
contrary. Can you provide them?
I must re-iterate that I have no argument against the
idea that the human eye can only see so much. It makes sense to me. But I disagree that it
can be compared to a FPS measurement, although I have nothing to refute such a claim. In
fact, as little as the brain is understood, I don't see how anyone could state exactly HOW
human vision is limited in that area (although it surely is somehow). I am not suggesting
that my experiment refutes the notion that human eyes max out at any FPS. I'm only
suggesting that VIDEO CARD FPS *CAN* be noticed past 90 FPS, and DOES make a difference in
quality of the gaming experience. If there is in fact a max "eye FPS", then
there must be other factor involved, such as "brain" motion-blurring (as a
hypothetical example).
On Alaric G. Weigle's argument: Thanks for the support,
even though it wasn't as a favor. I disagree with your statement though that games can be
enjoyable at a solid, consistent 15 FPS: My experiment suggests this isn't so. My own
feeling, trying Quake II with a 15 fps cap (a solid, consistent 15 FPS), was,
"uhg", even though I HAVE played many games for long times at 15 FPS or less.
I agree with the ultra-high FPS movies seeming much more
real and inducing motion-sickness: I watched (many times) a short "demo" movie
at an experimental theatre (set up for a short time--strangely enough--in two Showbiz
Pizza Places; one in Dallas, one in LA). I think the FPS was 60 (and I think they used
regular 35mm film stock). It was absolutely stunning! Unlike anything I'd seen or seen
since (including IMAX [regular or 3D]). The film rolls were gigantic. They mentioned
something about wanting to go higher but they were at the limits of conventional
technology (this was about 10 years ago). I'm convinced the ultimate movie would be shot
at 120 FPS, in 3D, and in a digital equivalent resolution to 70mm+ film stock. With DVD
and HDTV, the movie industry is going to eventually have to come out of the stone age of
24 FPS [thanks Blue], 35mm analog film movies.
I also agree with Weigle's argument that higher FPS =
deathmatch advantage. When I play on the internet, I manually cap at 60FPS. When I play on
LAN, I manually cap at 90. BIG difference! Whether a controlled study would reveal more
frags or not I could not take a guess at, but I definitely feel much more in control. That
confidence alone makes a huge difference all by itself.
I know this isn't the end of the issue. But hopefully
I've injected a hint of rationality into the topic. I welcome any personal
arguments/comments/flames at jimcollier@earthlink.net.
Thanks. |