HaB JacKaL wrote:
That’s ridiculous. Human eye can’t recognize more than 25fps. If your
game works at 45fps on your base target,
well you can lower your base target.Perhaps the eye can’t recognize the difference, but you can definately
tell a difference in the responsiveness of the controls. Try aiming
accurately in Quake 3 at 30fps, then try again at 65fps. YOu will
notice a HUGE difference in the way everything feels at 60fps.
The US military learned from the very first flight simulators that the
time from when a control input is entered into the simulator to the time
the reaction is seen must not be more than 100 milliseconds or the
simulator actually reduce the pilots skills. This rule applies to action
games too.
In a game you are usually viewing one frame, while another frame is
being drawn, amd your input will becomes visible in the frame after
that. In other words there is a 2 to 3 frame delay between the time you
move a mouse and the time you see the result. At 30 fps (33.33…
milliseconds per frame) you are right at the 100 millisecond limit. At
60 fps (16.66… milliseconds per frame) you see the effect of your
input with a 50 millisecond delay. (This all assumes double buffering, a
triple buffered system adds one more frame of delay.)
Thanks for point this out, I had forgotten about this effect. This
implies that for action games 30 fps is the MINIMUM you should aim for
with 60+ being the goal.
Bob Pendleton>
-HaB
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