Note: This forum is merely an archive. It is no longer possible to register or post. - StackOverflow
New Ace of Spades Forums: http://buildandshoot.com/

FPS cap

Got a great new idea for the game?

Re: FPS cap

Postby Build » Mon Jan 23, 2012 4:24 am

^Need evidence, all this is really opinion.
... I was gone for a month and came back to a game that hadn't changed a bit.
User avatar
Build
Member
 
Posts: 107
Joined: Fri Jan 13, 2012 3:28 am

Re: FPS cap

Postby Naka » Mon Jan 23, 2012 4:35 am

Build wrote:^Need evidence, all this is really opinion.

Evidence? This is all really common sense but this forum has proven itself like last time to be way too casual.
Would you like me to quote my gaming experience? Saying I've been gaming before I could read should be good enough.

Why do you think professional gamers still use CRTs?

As for interpolation, it's the only reason people are look like they're walking at 40fps as of now.
Naka
Member
 
Posts: 11
Joined: Sun Jan 22, 2012 1:31 am

Re: FPS cap

Postby Gorman » Mon Jan 23, 2012 7:21 am

Build wrote:
wikipedia wrote:low FPS does not give the illusion of motion effectively and affects the user's capacity to interact with the game, while FPS that vary substantially from one second to the next depending on computational load produce uneven, “choppy” movement or animation. Many games lock their frame rate at lower but more sustainable levels to give consistently smooth motion.

Aside from frame rate, a separate but related factor unique to interactive applications such as gaming is latency. Excessive preprocessing can result in a noticeable delay between player commands and computer feedback, even when a full frame rate is maintained, often referred to as input lag.

A high frame rate still does not guarantee fluid movements


Build wrote:
wikipedia wrote:Some modern action games, including popular console shooters such as Halo 3, are locked at 30 FPS maximum.

> console
I laughed, anyway...

Build wrote:Come back when you know more about frame rates and their effect on video games. I go by experience, and so far it still seems like a bad idea.

Very ironic to see you posting a comment like this after showcasing lack of technical knowledge across the board. I doubt you have ever even played a game at 120 FPS.

Please take your own advice.
Image
User avatar
Gorman
[LDR] Member
 
Posts: 1170
Joined: Sat Dec 10, 2011 9:10 pm

Re: FPS cap

Postby Naka » Mon Jan 23, 2012 4:41 pm

Gorman wrote:Very ironic to see you posting a comment like this after showcasing lack of technical knowledge across the board. I doubt you have ever even played a game at 120 FPS.

Please take your own advice.

To be fair, almost nobody has played at 120. You often need a powerful GPU and CRT or expensive LCD. I would at least like to see the standard of 60 be met I just find it a sad there's no demand for it. Polish and fluidity seem to be in every successful modern non-free FPS (Quake engine, HL2 engine, goldsrc engine, unreal engine) to me 40fps is simply OK but provides neither fluidity or the feeling of polish.
Naka
Member
 
Posts: 11
Joined: Sun Jan 22, 2012 1:31 am

Re: FPS cap

Postby Gorman » Mon Jan 23, 2012 5:07 pm

Naka wrote:To be fair, almost nobody has played at 120. You often need a powerful GPU and CRT or expensive LCD. I would at least like to see the standard of 60 be met I just find it a sad there's no demand for it. Polish and fluidity seem to be in every successful modern non-free FPS (Quake engine, HL2 engine, goldsrc engine, unreal engine) to me 40fps is simply OK but provides neither fluidity or the feeling of polish.

No, not "to be fair"! Build specificity said
build wrote:I go by experience, and so far it still seems like a bad idea.

After he discounted logic, so he MUST have experience with 120 FPS otherwise he is going to be out of legs with no way to stand at all!
Image
User avatar
Gorman
[LDR] Member
 
Posts: 1170
Joined: Sat Dec 10, 2011 9:10 pm

Re: FPS cap

Postby Build » Tue Jan 24, 2012 3:52 am

Build wrote:^Need evidence, all this is really opinion.

I didn't have anything besides facts that I posted in wikipedia and my general knowledge of what a frame is, how it is interpreted by servers

Gordon wrote:I doubt you have ever even played a game at 120 FPS.

I'm a little too old school for things like that. I played Crysis a few times if that counts, but thats about it. You'd probably find me in small 2-D based game communities similar to Original Pokemon and Final Fantasy. It's the types of games I grew up with.

My question is why you care about my opinion at all. All I did was use myself as an example and posted what the casual player would look up to form an opinion of their own. Interesting how you lose sight of the topic so easily.
... I was gone for a month and came back to a game that hadn't changed a bit.
User avatar
Build
Member
 
Posts: 107
Joined: Fri Jan 13, 2012 3:28 am

Re: FPS cap

Postby Gorman » Tue Jan 24, 2012 9:16 am

Build wrote:I didn't have anything besides facts that I posted in wikipedia and my general knowledge of what a frame is, how it is interpreted by servers

Then let me just tell you that you lack a lot of technical knowledge needed to even form an opinion on this subject. So far practically everything you have said is incorrect, so I hope you can see that you should refrain from making technical arguments in the future.

Build wrote:I doubt you have ever even played a game at 120 FPS.

I'm a little too old school for things like that. I played Crysis a few times if that counts, but thats about it. You'd probably find me in small 2-D based game communities similar to Original Pokemon and Final Fantasy. It's the types of games I grew up with.[/quote]
In that case your so called 'experience' is completely lacking. Please do not make an argument based on your experience if you do not have any.

Build wrote:My question is why you care about my opinion at all. All I did was use myself as an example and posted what the casual player would look up to form an opinion of their own. Interesting how you lose sight of the topic so easily.

I have not lost sight of the topic, the fact that a 'casual player' would wiki a subject and completely mis-read and mis-interpret what it says is not a valid argument as to why the FPS cap should be retained. All that you have shown is that casual players should refrain from making arguments about something they do not understand and have not experienced.

Any casual deuce could read this thread, and if we were not here correcting you then they would simply assume that you are correct. However you are far from being correct, thus as a community member I feel it is my duty to correct you to prevent the spread of misinformation and cull problems before they can grow.
Image
User avatar
Gorman
[LDR] Member
 
Posts: 1170
Joined: Sat Dec 10, 2011 9:10 pm

Re: FPS cap

Postby Naka » Tue Jan 24, 2012 1:26 pm

Gorman wrote:Any casual deuce could read this thread, and if we were not here correcting you then they would simply assume that you are correct. However you are far from being correct, thus as a community member I feel it is my >duty to correct you to prevent the spread of misinformation and cull problems before they can grow.


Gorman vs Builder, FIGHT

Might as well stop the Gorman vs Builder argument here, don't see it going anywhere.

Totally off-topic:
There's a real big problem on non-technical forums or boards that have a lot of kids.. People try to form the opposite opinion with no knowledge of the subject, others read it and since it's in support of their favorite game they agree. The facts are skewed and on fast moving forums the truth is never clear until everyone is bored of the thread and the thread dies. Just another reason I swore off free-fps forums, the communities are awful and don't even compare to AoS forums.
Naka
Member
 
Posts: 11
Joined: Sun Jan 22, 2012 1:31 am

Re: FPS cap

Postby Gorman » Tue Jan 24, 2012 1:29 pm

Naka wrote:Totally off-topic:
There's a real big problem on non-technical forums or boards that have a lot of kids.. People try to form the opposite opinion with no knowledge of the subject, others read it and since it's in support of their favorite game they agree. The facts are skewed and on fast moving forums the truth is never clear until everyone is bored of the thread and the thread dies. Just another reason I swore off free-fps forums, the communities are awful and don't even compare to AoS forums.

Ironically that is exactly what is happening in this thread :P

Hopefully you and I acted fast enough to prevent anyone from getting the wrong idea. I hope things have been cleared up in this thread now.
Image
User avatar
Gorman
[LDR] Member
 
Posts: 1170
Joined: Sat Dec 10, 2011 9:10 pm

Re: FPS cap

Postby Build » Wed Jan 25, 2012 5:13 am

More opinions, still no proof to back up the thread. I am disappointed.
... I was gone for a month and came back to a game that hadn't changed a bit.
User avatar
Build
Member
 
Posts: 107
Joined: Fri Jan 13, 2012 3:28 am

Re: FPS cap

Postby Gorman » Wed Jan 25, 2012 9:07 am

Build wrote:More opinions, still no proof to back up the thread. I am disappointed.

There is no way we can give you proof. I don't think anyone in the history has ever made an experiment to prove that clientside lag propagates to the server.

Anyway I'll try to explain it as best I can to you.
The server 'lags' when the network connection from it to player X is slow, or when the server is under a heavy load.

Increasing framerate does not slow the network connection - packets are still sent at the same rate, it is merely a visual change. Thus there is no way to expect that the network connection will be slowed.

Since the server is still receiving packets at the same rate the load is unchanged due to this.

I hope that helps.
Image
User avatar
Gorman
[LDR] Member
 
Posts: 1170
Joined: Sat Dec 10, 2011 9:10 pm

Re: FPS cap

Postby Build » Thu Jan 26, 2012 7:43 am

Build wrote:More opinions, still no proof to back up the thread. I am disappointed.

x2
... I was gone for a month and came back to a game that hadn't changed a bit.
User avatar
Build
Member
 
Posts: 107
Joined: Fri Jan 13, 2012 3:28 am

Re: FPS cap

Postby mikuli » Thu Jan 26, 2012 9:48 pm

You are mixing up server side frames with client-side frames. Increasing the frame rate of the client does not affect data transfer rate at all, therefore it does not cause load on the server.

Frame rate affects the fluidity of the movement you see on the screen, which is very important in fast-paced, reaction speed based games. It is often argued, that as nerve impulses from the human eye last approximately a 25th of a second, the human eye cannot differentiate frame rates above 30. However, there is no shutter in the human eye, and the impulse feed is constant. The human brain also filters out excess amounts of information coming through, mostly, for example, noted in trying to track a baseball going past. You are likely to see a blur instead of a details. There was a study conducted by the USAF about how quick snapshots the pilots can react to and successfully identify an image of an airplane. The study concluded, that most of the pilots were almost guaranteed to identify an airplane from an image, that was visible for only a 1/100 of a second.

When we go back to shooter games, that do not apply a motion blur effect on the output, the difference between the frames drawn on the monitor can be rather large, if the feed refreshes only 30 times per second. A decent player might turn even 5 degrees during that time, and this will cause a large amount of jitter not really noticed, but it affects your concentration.

Simply said, there is no continuum with the series of images your brain is trying to process from the screen.

If there is even a single player skilled enough for this to matter and if that actually affects your aim, is a completely different topic


Also, build. You keep asking for evidence, yet you provide nothing but misquoted wikipedia articles, and your own experience. The most outlandish claims of this thread were made by you, therefore, the burden of proof lies on your shoulders. In fact, if you fail to do this, I will treat you as trolls are treated. Your other option is to not respond at all.
Image
Blood for the blood god, skulls for the skull throne
Join me in Tribes: Ascend! IGN: Mikuli
User avatar
mikuli
Retired Staff Member
 
Posts: 545
Joined: Sat Dec 10, 2011 12:11 pm

Re: FPS cap

Postby TBS » Thu Jan 26, 2012 10:02 pm

Thanks mikuli!
Intelligence +1 for me :D
Image
User avatar
TBS
Bastion Member
 
Posts: 152
Joined: Sun Jan 01, 2012 2:42 pm

Re: FPS cap

Postby Naka » Thu Jan 26, 2012 10:16 pm

mikuli wrote:Also, build. You keep asking for evidence, yet you provide nothing but misquoted wikipedia articles, and your own experience. The most outlandish claims of this thread were made by you, therefore, the burden of proof lies on your shoulders. In fact, if you fail to do this, I will treat you as trolls are treated. Your other option is to not respond at all.

He's a stubborn one.

mikuli wrote:If there is even a single player skilled enough for this to matter and if that actually affects your aim, is a completely different topic

I would argue it does but what you've said is good enough.

TBS wrote:Thanks mikuli!
Intelligence +1 for me :D

Keep on skiing
Naka
Member
 
Posts: 11
Joined: Sun Jan 22, 2012 1:31 am

PreviousNext

Return to Game



Who is online

Users browsing this forum: No registered users and 2 guests

cron