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yushire said:
So sqrl how many frames can human really perceived? Its possible without headaches in 60 fps, there are games that have 120 fps again, without headaches. so what could all these mean? Atleast the author of the article debunked the 24 fps myth. BTW, I just seen the 60 hertz thing in a windows 95 monitor before in our PC, the refreshes was noticeable it gives me a headache after awhile.

And yeah, if sc94597 didnt read my last post, I noticed it on LAN since we have more than one PC, even kids noticed it. Thats how noticeable the 30 fps in 60 fps, and yeah, saying it isnt noticeable was blind or have different brains than in humans. We see with our eyes, we perceive with our brain.

And yeah, sc whats your specs? in your last post you said you have 30 fps in Crysis is that even possible? Crysis was a demanding game...

There really isn't a flat number. Perception is a funny thing in that what one person perceives may not be what another one perceives, and not just in the sense that people can remember things differently. Part of the problem here is the definition of "perceive", we can certainly detect that something is wrong or notice that an image is jerky/jumpy when the frame rate is low and there is no motion blurring. This is something every gamer is familiar with when a game has frame rates that vary wildly and/or low frame rates and/or poor or no motion blurring.

If you want to take a strict definition of "perceive" and say noticing any change at all is perceiving then sure in the most extreme example the contrast from pitch blackness to light shows we can notice a change in at least 1/220th of a second.

In a practical setting the entire field of vision is not going from pitch black to bright light so the changes are far more subtle and what people perceive varies quite a bit from person to person. Part of the issue is that while your eye gets all of the "updates" of information your brain doesn't necessarily have to process it all.

In truth the reason explaining vision in terms of FPS has so many problems is because the author of article is correct that it doesn't really work that way. FPS is just an approximation for how quickly we notice changes. Yes the eye and the brain constantly receive information but the speed with which it is processed and the brain's ability to detect actual changes within that constant feed of info are what actually effect your perception of the world ( or in this case the gaming world).

In cases where there is a great deal of of change from frame to frame at 30 frames per second it will be noticeable to the viewer, which is why motion blur can reduce the problem dramatically. But in cases with little or no change its not noticeable.

The bottom line is that what you're viewing has everything to do with how smooth it looks. Games with high frame rates will look smooth, as will games with steady frame rates (ie a frame rate that doesn't spike up or down), additionally games with good motion blurring will look smooth as well. If you have a low frame rate and nothing to compensate for it then yes side by side with a 60 FPS game there will be something noticeably "off" about it, but even then without a direct comparison 30 FPS is still fairly smooth to the common observer.

The article didn't really debunk the idea that 24 FPS can be sufficient. If you mistate the position as "people cannot notice anything beyond 24 FPS" then yes, that is absolutely false, there are plenty of scenarios where you can notice jerky animation from 24 FPS. But properly stated the position is "people cannot notice change when excellent motion blurring is employed on 24 FPS film". The exception to this of course would be if the film contained frames that alternated from black to white...that would be very noticeable but it would also nullify the motion blurring anyways.

My overall point is that a frame rate below 60 can look perfectly normal depending on how its done. Above 60 is just icing on the cake and will look perfectly normal in almost all situations with the exception of the most extreme contrasting situations.



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