scottie said:
Humans can see flicker at anything less than 70-100 fps [1]. This can be counteracted with deliberately adding motion blur, but that has its own disadvantages. Humans can see bright flashes of light lasting as little as 1/220th of a second in the centre of their vision, and shorter pulses in their peripheral vision[1]. This requires 220 fps to display properly. You might argue that this probably isn't relevant for video games, I'm just trying to teach you how wrong the 'human vision is 30 fps' thing is. In all honesty though, this site does a better job of explaining it than I do http://amo.net/NT/02-21-01FPS.html, go, read, learn! [1] http://www.100fps.com/how_many_frames_can_humans_see.htm |
If you read what I say, I have not claimed the exact opposite. Either I am not explainign very well, or you have trouble interpreting.
Seeing a single flash at 220FPS, doesn't mean human vision is capable of being at 22FPS.
Your eyes do gather data constantly, your brain converts the data into a photo (using pixels to count photons like a digital camera), and in order to process a video, your brain makes about 30FPS. However when there is a flash, for a fraction of a second, it's going to accumulate in the next frame.
To show you that humans can only see 30FPS. Take a strobe light. Set one to say 40FPS, and one to 120FPS, but make sure the amount of light emitted in that second is the same, and the frequency remains constant. Do you notice a difference? You won't.
That link you attached says 50FPS would look choppy because "your eye would make out lots of details from time to time and you had the feeling, that the movie is stuttering." Doesn't support your arguement.
Also I talked to one of my bigger PC gaming friends. He said you can cap a game to be limited to 30 or 60FPS, but you can't lock it. If the computer cannot process the image, then the FPS will dip (at least for games). There may be programs that can lock FPS, but you can't do that for games, you can only cap it.
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