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Mailbag
September 6, 1998 -- Previous Mailbag

From: Czar
Subject: MailBag and FPS Debate

I understand that this little debate can't go on forever in the mailbag, but e-mail replies tend to cut people out of the loop. There has been too much information repressed because it is only discussed in certain scientific circles. Here is my response to the comments on biology, there is a chemical reaction in the retina that can be proven by modern biology. Biology is not my strong point so I cannot explain what little is understood about it. Certain light frequencies cause certain chemical reactions in the cone and rod cells of the retina. This chemical reaction is then converted into an impulse in the nervous system and decoded by the visual cortex. I do not debate the raw speed of the human brain, I do debate the speed of the chemical reaction in the retina. I call to my case the Nintendo Virtual Boy (TM). Sure, it produced a monochrome, red image, but it was 3D. How did it manage this? Maybe it displayed two simultaneous images to act on our binocular vision. Perhaps it was ultra fast shutters. Or maybe the truth is a little stranger. The Virtual Boy worked very much like a CRT, but instead of an electron beam (compare this with the monochrome TVs of the 50s) it used a red laser, and instead of exciting phosphorus pixels on glass, the laser excites our retinal cells directly. Essentially there was only one point at a time, but yet you see a whole image. That is because it draws each point so fast that the points of light remaining your retina. As I recall, this effect is called linger, please check this out, the chemical reaction has been timed. Technology example 2, the TV. What is the vertical refresh rate of a TV? Pretty damned slow huh? That refresh rate is how long it takes for that TV to draw X number of lines. The actual numbers escape me now, but the speed isn't that impressive. Now, before you go off at me and tell me that your eyes have mutated because of a combination of radiation emitted from your monitor and the high refresh rate, why the hell are you still watching South Park then? Our image animation methods have always been based on using the limits of the eye.

But you do make a valid point with you FPS test, but this has been looked at too. First is the sync problem. That chemical reaction is always going on when light is present, but that reaction is not uniform. That is where linger comes in handy. It helps to make an image uniform. Imagine a random 10% of the pixels on your monitor flashing instantly, then as those die another random 10% going off, and so on. That would be the chaos you'd see if it weren't for linger. There is another problem with motion, The brain uses a form of video compression. The brain only tends to pay attention to what has changed in an image. Here is an experiment to try on someone: Take 10-20 frames of a still scene. Then pick one frame and change a detail. Move some object in that one frame, or add something. Then compile a movie with those frames, but add a blank frame between each picture in the frame. It is then very difficult to tell exactly what has changed in that one frame. The observer can tell you something is wrong with one of the frames, but can't tell you what exactly (I can try and track the experiment down). Now lets apply this to a PC game. I have just rendered a frame. That frame has remained up there through a couple refreshes while the engine crunches some numbers and samples some input. Now I can begin rendering my next frame. First, I need to clear my video buffer (this happens even in Z-buffering, the z-buffer and the video buffer are two different things. In voodoo the vid buffer is the frame buffer). Now I begin crunching numbers to come up with my new geometry, then I apply textures. Next a perspective correct the entire scene. Now I apply shading from static and dynamic lighting. Finally, after a refresh or two, I can begin writing my new image to the video buffer. There was a blank screen for a couple fractions of a second, but it was almost unable to be seen. But you did see it, you saw it just long enough to feel funny about what you just saw. But then what happens if we fail to clear the video buffer? Well, we get two perfect images that are slightly different, but there is a lack of transition. The visual cortex picks up the changes and has to do a little extra work figuring out that there was motion. Now your brain has done extra work it normally doesn't. You should see right through the illusion, but you don't. You still get that feeling that something is missing from the parade of images, but you shrug it off because it seems intangible. Now, in our infinite wisdom and coaching by mass media we can say what the problem is. "Oh! The Frames per second are too low! Well then, I need to run out and get me that brand new $300 doohickey." Ahh, another takes the bait and capitalism triumphs once again. Magicians would be out of business if people could see at 120 FPS dude.

Look, I'm not saying that a high FPS is an utter waste, I am however, saying that concentrating on making a game run at 100+ FPS by cutting this or that out, or by telling everyone to go spend 500-2000 bucks for a new processor, video rig, etc is just plain wrong. Doom was forced to a maximum of 35 FPS, but it fooled people well enough. Or lets look at the RIVA chipset that could manage very high FPS counts but looked like crap. Would you drive a dragster just because it can go fast even though it can't turn sharply, has to use a parachute to slow don, and burns fuel at an incredible rate? Look, speed != quality. Instead make an engine that can make image transitions between frames better. If I wanted pure FPS, I'd hack the 35 Hz clock out of doom that limits its framerate and play it on a PII 450.

One more tangent that I think that needs addressing, sprites, models, etc. How does an alias model work? It is a set of frames that are to be displayed at a certain rate. But play frame one, then frame two, then one again. Then look at a few frames of walking captured on a high speed camera. Quite a difference eh? Now look at the idle frames for the monsters in Doom. There are only two frames for them! There is another problem with this alias system, frames often get skipped, or displayed too long causing either jerky motion, or ice skating. The pitfalls of the alias system. Now look at Half Life. They are using a skeletal animation system. No ladies and gentlemen, this does not only mean that there are less animation frames needed. It also means that any theoretic position between frames can be calculated to smooth out motion. If I remember right Sin uses this too, and I must say that Sin has some of the best animation I have seen yet.

I hope the point I have made here is that there is no one thing that can be blamed for what you call poor animation (watch a few 30's movies, then play Q2). Stop pointing the finger at FPS. Stop throwing money away by doing exactly what your favorite mag is telling you to do. So long as you people are willing to run to the latest card because it is X FPS better than that, engineers can demand higher salaries, and prices of 3D hardware will continue to rise. But I guess I can't expect much. Look at what people are willing to do because it was on TV, or in that movie, or some celebrity does it. DON"T GET CAUGHT IN THE HYPE!!

From: Jason <Spawnflagger> Boles
Subject: Quake III Arena Soundtrack

Where was the Quake rumors page ?

You (or someone) should start the rumor that David Hasselhoff will be doing part of the soundtrack for Quake III:Arena, in an efforts by id Software so that Quake 3 will not be banned in Germany.

Remember: Germans LOVE David Hasselhoff

From: Grendel
Subject: Re: Ping Plotter

While burrowing around the web today, I came across the reply Pete Ness (The author of the Ping Plotter program) sent along with regards to my previous note on Ping Plotter, and other similar network diagnostic tools. I wanted to give a quick follow up - so here it goes. :)

>From Pete Ness: If Grendel thinks the problem with trace route software is that it sometimes reports packet loss - because a router is under heavy load and it decides to prioritize out the ICMP (trace route) packet - then this is also information that I want to know.

- further down -

Technical note: Trace routes do Not send ICMP echo requests to every host in the path. Trace routes send X number of requests to the final destination host - but they change the TTL (time to live) in each request so that one request "expires" at each host.

- END QUOTE -

Van Jacobson first wrote the "traceroute" tool many years ago to aid in determining the one-way path to a particular host. Traceroute in its true implementation; sends a UDP packet to the destination host [typically with a high, unreachable port number] and a low TTL which is incremented on each re-transmission of the packet, until finally reaching the destination host.

TTL, or time-to-live refers to the number of "hops" [routers] a packet may traverse on the way to its destination before it is expired.

When a packet is discarded due to an expired time to live, an ICMP time-to-live expired message is generated and sent to the originator of the packet. Traceroute determines the "path" to the destination hosts by printing out the hostnames/addresses of the hosts that generated this ICMP time-to-live expired datagram.

The "problem" with using traceroute to measure network performance, is that it was never designed to do so. Again: "Busy" routers may not always reply with an ICMP time-to-live exceeded datagram to every packet that expires - simply because it could possibly consume too many resources.

The other "problem" with using traceroute in this manner [besides the fact that it provides little useful information, other than the route taken to the destination] is that it shows you nothing of the RETURN path from the remote host. [The route from one host to another may be completely different when the source/destination are reversed.]

As for your question: What is a better tool then?

Van Jacobson and many others are attempting to answer this question. :) If you are interested in this sort of thing, then I would recommend reading the various RFCs and other drafts relating to this issue. A *good* place to start is at the horse's mouth: The LBL Network Research Group - the leader of which happens to be Van Jacobson. :)

The general site: http://ee.lbl.gov/

From: Owen Williams
Subject: Movies and Motion Blur

If you want to see 24 fps in action, go see Saving Private Ryan. Spielberg must have shortened the exposure time (not fps, but the length of time a frame of film is exposed) way beyond normal levels. In some battle scenes, you can see individual bits of shrapnel flying through the air, and they aren't blurred at all. You can actually see a bit of metal somewhere in one frame, somewhere else in another, and somewhere else in another without any transition. I wish movies would get out of the stone age and up their fps; it was almost impossible to follow the action at times. I actually thought to myself, "This is like Quake on a slow computer! Need more frames!"

Yes I did see more of the movie than just the fps, but it was distracting

Ywwg

From: Matt Alexander
Subject: WTF is their Problem

Everybody with a brain as wide as their asshole knows Pepsi is the best friggin drink ever FREAX.

From: Patrick Jarvi
Subject: MailBag: Dr Pepper! EEEWWWWWWWWWW!!!

Dr Pepper?!?
Oh god prune juice on steroids, disgusting!

DO THE DEW!!!

From: Bobbi
Subject: Dr Pepper and the MailBag

Geez, Blue, gotta teach these people. Diet coke all the way, baby. )

From: Wouter 'JinXter' Teeninga
Subject: Dental Problems

I read your page several times a day, and there are two things that caught my eye: - You really like soft drinks... - You have severe dental problems... Now, I have read an article (be it by a very alternative person) on the effects of soft drinks on teeth. It mentions that phosphoric acid is directly linked to calcium, and under- or over intake causes calcium related problems. Of course, the sugar isn't exactly what you say good for your teeth, but that's common knowledge. If it's calcium deficiency, your dental problems might just be a herald of truly nasty things to come, including osteoporosis. Also, do you know if your fillings are made from amalgam ? If so, these might also be the cause of further distress, I 'know' a man who also had terrible dental problems, until he had his amalgam fillings removed. Something to consider, if that's the kind of problems you are experiencing. Amalgam isn't prohibited in some countries for nothing. (errr, it is prohibited in Germany, maybe it's not that bad :o) )

Good luck on both your teeth and your site,

Wouter 'JinXter' Teeninga...

Hehe... I can understand where that connection can be drawn, but you'll just have to trust me that whatever problems I have now are resulting from bad dentistry back in the dark ages (the seventies), rather than my predilection for soft drinks (though the point is still well taken: keep this all in mind, kids).

--Blue