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#577 | |
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Registered User
Join Date: Aug 2002
Posts: 2,383
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I'll never understand why 30fps in games doesn't work like 24fps in movies.
Let's say if the game was animated at 24fps, then if you get 24fps...it should play completely smooth, and anything over 24fps will make zero difference. Instead, what we get is...30fps animations which stutter at anything higher than 30fps. Does this make sense to anyone? Wasn't DOOM 3 done at 60hz, like RAGE will be, whereas most games are done at 30hz. So you'll need 60fps to get a smooth game, and anything over will not cause it to stutter. I don't remember exactly what the animations were done at though, it could be 60fps, or it could be 24fps. I'm guessing it's 24fps, because 60fps would be overkill. |
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#578 | |
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Registered User
Join Date: Jan 2005
Location: Rochester, MN
Posts: 4,018
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The problem is that 24 fps wouldn't look perfectly smooth, except that movies have natural motion blur that tricks you into seeing a higher framerate than it really is. In fact, the reason 30 fps animations look jerky is that 30 fps doesn't look smooth to most people. You have to be around 60 fps (or higher for a select few people). Why don't they do animations at 60 fps then? My only guess would be for performance, but then I don't see why it isn't configurable for people with the hardware to handle it.
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#579 | |
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Registered User
Join Date: Aug 2002
Posts: 2,383
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Quote:
I think I'm ahead of my time. |
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#580 | |
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Registered User
Join Date: Jan 2005
Location: Rochester, MN
Posts: 4,018
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Ideally that's how it would work. Unfortunately it seems that simulating motion blur when you don't actually have a shutter is a bit more difficult. Also, what works in a non-interactive media like movies or tv won't necessarily work for games (or at least this is a common argument I see about motion blur in shooters).
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#581 | |
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Join Date: Aug 2002
Posts: 2,383
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