| | Re: Re: Re: Re: Re: Re: Re: FS9 problem - v FS nemam viac ako 60FPS, nieco tomu brani. 1. 2. 2007 / 12:55 | |
| | V cem nemam pravdu?
Ze neni rozdil mezi 25 a 60 FPS pri hrani her na PC monitor?
V tom mam pravdu, a sam muzu videt ten rozdil.
Samozrejme mezi 30 a 35 to poznat nebude ...
Je to uz ale spis na technickou diskusi.
Pokud se budeme bavit konkretne o leteckych simulatorech, tam ty vysoky FPS nemaj takovej smysl, jako v jinych hrach
Nejake vysvetlovani je tady:
http://www.tweakguides.com/Graphics_5.html
http://www.pcuser.com.au/pcuser/hs2.nsf/lookup+1/E5A88B49884D5167CA256E2500786C7F
Napr.
...
In particular the common claim that "The human eye can't see more than 24 (or 25 or 30) FPS" is completely false, and is partly borne of the misconception that TV or movie FPS is the same as PC game FPS, and partly possibly borne out of a need to justify lower framerates.
It's true that movies and TV only use 24 or 30 FPS, depending on which part of the world you're in. But there are three important differences between Movies, TV and PC games:
1. Movies and TV use Motion Blur, so that if at any time you freeze a movie scene on your DVD player for example, a large part of the scene may consist of blurred objects. Furthermore, the images in a movie or on TV do not have crisp detailed outlines. In a PC game on the other hand, if you take a screenshot or pause the game at any time, you will notice that everything is usually extremely sharp and distinct regardless of how fast it was moving when the shot was taken. Take a look at the screenshot comparison further above: on the left is a fast motion shot of an alien from the movie Alien vs. Predator, on the right a fast motion shot of an alien from the game Alien vs. Predator 2. So 24 often-blurred frames from a movie wind up looking much smoother to the human eye than 24 or even 30 distinct frames from a fast-moving PC game. So why can't games use motion blur? Well some recent games do use blur effects - in games like Oblivion or Prey when you are hit for example, or when using nitrous in Need for Speed: Most Wanted. This can indeed help to reduce the visible impact of lower framerates, but aside from the fact that the motion blur effect is not common, the next point addresses why this doesn't always work. And of course, PC graphics have very sharp outlines which only special effects like HDR and Antialiasing can reduce, but ironically these usually come at the expense of further lowering FPS.
2. Control responsiveness steps in again to further differentiate between a movie and a game. In a movie or TV show, the viewpoint is not under your control; it is typically a static or smoothly panning camera. In a game however, your control over the viewpoint means that in a rapidly moving gaming at 24 or even 30FPS you will notice the general choppiness due to a lack of responsiveness. The variability of control responsiveness based on variable framerate also helps highlight the next point below.
3. PC games do not have a rock-solid unchanging framerate; TV and movies do. While some games have a framerate cap of 30 or 60 FPS, very few if any recent PC games can be locked down to consistently show exactly 24 or 30 FPS - their FPS will vary, sometimes significantly. Movies and TV on the other hand always show exactly the same number of frames per second and do not vary one bit. Therefore the variability in framerate in games also works to exaggerate the impact of lower framerates, making them more noticeable. In Oblivion for example, if you walk out of an indoor area which has 80 FPS into a outdoor forested area with 25 FPS, you will notice the difference, partly due to a change in control responsiveness, and partly because your eyes detect the relative change in framerate.
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