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Ssenkahdavic said:
disolitude said:

They don't...

Here is an analogy.

Lets say you are someone that can stick a bannana up your butt 60 times and scream 60 times. You can not do 3D...

Ssenkahdavic up there can stick a bannana up his but 60 times, but he can fake it and scream 120 times...he is the current gen of "120 hz" TVs that you can buy in stores. Not real 120 hz. Can't do 3D.

Me on the other hand, I can stick a bannana up my butt 120 times and scream 120 times...I can do 3D.

 

Now back on subject...just because I can take the signal and show it 120 times doesn't mean that the video card will have a frame ready for me to show. If it doesn't...a gamer will experience chugg and slowdown. Everything will still be in 3D cause the screen is refreshing the signal and sending it to each eye...but the gameplay will chugg like a mofo.

Hope my bannana up the butt explanation helps.

Dude, I knew you loved that banana in my pocket!  And I never "fake" it, thats my girlfriends job!

 

@Slimebeast:  You do not "NEED" 120fps (60fps per eye) this was just a demo.  The Ps3 could NEVER output real games at 720p (60fps per eye) atleast not natively.  What they did was make the game more fluid, by setting its output to 120fps, so the fps and the hz (refresh rate) were equal.  Now, this is not 100% necissary (and highly and I repeat HIGHLY improbable) because most games are set at 30fps.  30fps makes this work perfectly and Ill show ya why:

 

30 Frames  =   60 cycles       |    30 Frames   x  Second  =       30 Frames   =   1 Frames

 

Second              Second        |    Second            60 Cycles        60 Cycles         2 Cycles

 

30 FPS is a number that current Gen consoles Can output (and a good deal of games are locked to 30fps).  Above,  you see that a 30fps game on a refreshrate of 60hz (per eye), that the screen will redraw the same frame twice over 2 cycles.

[1/60 second + 1/60 second] = 1 frame drawn twice.

In their example they had SSHD running at 120 frames per second (or 60 times per eye).   In their example they do not need any motion blur, since the frames/second = cycles/second.  For modern games (say Uncharted 2), which is set at 30fps they have to add motion blur into the game to make the motion appear more natural.  This motion blur helps blend one piece of action into the next, so it does not appear to chunk.  The best way to see the difference is to watch a sporting event (like say Football) on a 60hz tv and a 120hz tv.  On the 120hz tv it will appear more natural and you will not see nearly as much blur as the football is thrown.  This is because the time between cycles is shorter (1/120th of a second instead of 1/60second) so the frames are drawn closer to one another, which gives you less visible blur.

 

Here, watch this video and it might give you a better understanding of what we are talking about.  This is a flip comic and you can see during the comic the faster he flips the pages, the smoother the animation is.

 

 

Hmm... So the output by the console doesn't have to be more than 60 frames per second then, 30 fps for each eye? (as the TV screen synchs them so that each eye gets 60 Hz - so every frame is shown twice right?)

So in essence. PS3 needs to output games in 60 fps, and the TV screen must be able to support 120Hz, yes?

And in the case of Super Stardust HD they needed 120 fps rendering just because it was one of these 60fps games to begin with?