% >the other way around. First of all your game engine must be capable of
% >delivering the requisite 25fps+, and only then do you start looking at
% >how many features and textures you can burden it with.
% To each his own, but I think this is total BS. I bet if products didn't
% have a frame rate counter showing, 95% of the users out there would think
% they were running 30fps+ on a 15-18fps output. Some people here have even
% claimed they can tell the difference between 27 and 30fps. I don't buy it.
% My P100 with a Monster 3Dfx runs N2 at around 20fps, and MTM at around
% 18fps. Both give a smooth sensation of driving from inside the***pit.
% Only when the rate drops below 15fps do individual frames begin jumping out,
% and only under 12fps is when I can begin recognizing almost each individual
% frame.
% Either 95% of you guys have absolutely amazing eyesight, or seeing Quake
% running at 45fps+ has made you believe that other games are actually pushing
% as much polygons and have as detailed simulation/AI/game logic as these
% sims. Neither is true.
95% of us are not really talking about the "visual" frame rate per se.
It's the lag between perceiving where one is on the virtual track
(includes turns, corners, other cars, etc.) and our reaction via our
controllers and then again the lag with the screen being refreshed with
low frame rates. Yeah, just looking at the scenery flash by, it's hard
to tell the difference between 18 and 25 fps. But the difference in
being able to react and see the results is like noon and twilight (i.e.,
not quite night and day, but....).
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
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