rec.autos.simulators

F12002 - Is it worth it?

Damien Smit

F12002 - Is it worth it?

by Damien Smit » Fri, 21 Jun 2002 18:44:10

You sound horribly confused.  24fps is the bare minimum to give a reasonable
illusion of real-life motion.  That's why the movie studios chose it.  They
wanted to use the bare minimum amount of film for cost reasons.  They argue
that because film cameras have a natural motion blur due to long (ish)
exposure times, there is no point using a higher frame rate anyway.  The
others in this thread are correct - it's one of the oldest myths on usenet.
I'm sure you've probably even seen documentaries which claim that the human
eye can't detect more than ~25fps.  Even if that is true, I know my eyes
don't lie - games look dramatically smoother and racing sims have far more
precise control when running in excess of 50fps.  And if computers *can* one
day reproduce a motion effect when running at 25fps then I'll sit up and
take notice, but until that day, I'll be demanding 50+ fps from my racing
sims.

--
Damien Smith

ICQ: 77028579
F1 2001 rank: -11.512

Ruud van Ga

F12002 - Is it worth it?

by Ruud van Ga » Fri, 21 Jun 2002 21:26:13





...
>>Uh, I can sure as hell tell the difference between 24/36fps, and 80 fps.

>>80fps looks much better.

>>David G Fisher

>Well, I asked a perfectly rational question and so far this has been
>the only decent answer to it... (everyone else, please read again what
>I wrote, and do it more carefully this time)
>So I started a mental exercise by myself. What do you get with a higher
>framerate? Well, you're feeding your retinas more images than it can discern,
>so in effect what you're seeing is blurred. Hmmm... Now about the computers:
>they render highly detailed images. Why would you want to perceive them blurred?

Problem with blurring is what to blur. If you're looking at a tree
passing by, in real life it wouldn't blur. As you look ahead, the tree
becomes blurred again.
But true, blurring can do a lot, but H/W hasn't caught up with that.
Accumulation buffers can help, but it still takes a couple of renders.
Or blend everything with previously rendered frames (also not that
fast).

There was a nice Broderbund program some 8 years ago, which had a
little character moving. That was blurred and it really looked good
though. :)

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Dave Henri

F12002 - Is it worth it?

by Dave Henri » Fri, 21 Jun 2002 22:18:15

"Ruud van Gaal"

    Was that the Karate game?  IF I recall, that was all hand drawn sprites
so the blurring was faked, i.e. it wasn't made by the game but individual
sprites were painted that looked blurred.  Karatekia or something like
that...boy the mind is mush these days...
dave henrie

Larr

F12002 - Is it worth it?

by Larr » Fri, 21 Jun 2002 23:47:57

PARHELIA !

-Larry



Larr

F12002 - Is it worth it?

by Larr » Fri, 21 Jun 2002 23:49:51

Damien is correct.

The higher the frame rate, the more overall responsive the game is,
especially if in large fields of cars.

Control Lag is FAR less of a problem when the fps is way up there.

-Larry


> You sound horribly confused.  24fps is the bare minimum to give a
reasonable
> illusion of real-life motion.  That's why the movie studios chose it.
They
> wanted to use the bare minimum amount of film for cost reasons.  They
argue
> that because film cameras have a natural motion blur due to long (ish)
> exposure times, there is no point using a higher frame rate anyway.  The
> others in this thread are correct - it's one of the oldest myths on
usenet.
> I'm sure you've probably even seen documentaries which claim that the
human
> eye can't detect more than ~25fps.  Even if that is true, I know my eyes
> don't lie - games look dramatically smoother and racing sims have far more
> precise control when running in excess of 50fps.  And if computers *can*
one
> day reproduce a motion effect when running at 25fps then I'll sit up and
> take notice, but until that day, I'll be demanding 50+ fps from my racing
> sims.

> --
> Damien Smith

> ICQ: 77028579
> F1 2001 rank: -11.512

Richard S Becket

F12002 - Is it worth it?

by Richard S Becket » Fri, 21 Jun 2002 23:31:28

I think it's easy to confuse things here.

IMO, once above 25ish FPS, your eyes won't notice the difference.

The thing with driving games, though, is that the frame rate seems tied to
the physics rate.

Thus, a higher frame rate means faster physics, which in turn means a more
realistic sim, which acts more like real life.

What we need is a sim where the physics run at one consistent rate, and the
frame rate can be chosen and is independant from the physics rate.

Then we'd see what really makes the difference.

I think that it's the physics rate that makes all the difference, but as
it's tied to the frame rate, then you have to get as many frames as
possible.

R.

Joe6

F12002 - Is it worth it?

by Joe6 » Sat, 22 Jun 2002 02:05:19



You didn't ask a rational question. You stated an incorrect fact (that
people can't see > 24 fps) that is one of the oldest and most tiresome
errors on Usenet. It has been stated and corrected so many times and
in such detail that people have grown tired of repeating themselves.

Since you;'ve re-stated your error, perhaps you'll brake down people's
patience enough that they will direct you to the correct information.
Such as these pages, where you can begin your education on this
subject:

http://amo.net/NT/02-21-01FPS.html
http://www.cdmag.com/Home/home.html?article=/articles/030/159/hardw_c...
http://www.penstarsys.com/editor/30v60/30v60p3.htm

Joe6

F12002 - Is it worth it?

by Joe6 » Sat, 22 Jun 2002 02:07:09

On Thu, 20 Jun 2002 15:31:28 +0100, "Richard S Beckett"


>IMO, once above 25ish FPS, your eyes won't notice the difference.

Argh! Can't we set up some sort of Internet commision, to require the
programmers of Usenet servers to detect and prevent the endless
endless ENDLESS repetition of this error?
Goy Larse

F12002 - Is it worth it?

by Goy Larse » Sat, 22 Jun 2002 02:24:46


> On Thu, 20 Jun 2002 15:31:28 +0100, "Richard S Beckett"

> >IMO, once above 25ish FPS, your eyes won't notice the difference.

> Argh! Can't we set up some sort of Internet commision, to require the
> programmers of Usenet servers to detect and prevent the endless
> endless ENDLESS repetition of this error?

I nominate Tom Pabst and Douglas Ellison to oversee the whole thing

Beers and cheers
(uncle) Goy

"The Pits"    http://www.theuspits.com/

"A man is only as old as the woman he feels"
--Groucho Marx--

Ruud van Ga

F12002 - Is it worth it?

by Ruud van Ga » Sat, 22 Jun 2002 03:29:24



I don't think so. There was this little guy with a boat or something.
All I can remember was the incredibly overexaggerated blur effects
which still made it look cool. :)

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Ruud van Ga

F12002 - Is it worth it?

by Ruud van Ga » Sat, 22 Jun 2002 03:33:10

On Thu, 20 Jun 2002 15:31:28 +0100, "Richard S Beckett"


>I think it's easy to confuse things here.

>IMO, once above 25ish FPS, your eyes won't notice the difference.

Anything lower than your monitor's refresh rate is visible.

Except for GP4, I'd say that isn't true anymore. F12k surely not, my
Racer not as well, and Papy's stuff neither.
GP3 was tried with high-end FF controllers once, but failed because
(seemingly) of the incredibly low physics update rate.
I'd expect GP4 to do the same actually, since unfortunately Geoff's
base code doesn't seem to have advanced one bit over the last versions
(what's that ***with 'Processor Occupancy'? the CPU is ALWAYS busy
and should be).

F12K does things at ~400Hz (IIRC) at advanced level physics, GPL does
288Hz, Racer can go upto 1000Hz.

Still, even then there are things that can *** the thing. Very
stiff spring like F1 uses are even a problem sometimes at 1000Hz.

Ruud van Gaal
Free car sim: http://www.racesimcentral.net/
Pencil art  : http://www.racesimcentral.net/

Kendt Eklu

F12002 - Is it worth it?

by Kendt Eklu » Sat, 22 Jun 2002 06:42:26


Um - only if you're talking about GPx ;)!  IIRC, just about every
modern sim uses a constant-rate physics engine, and can adjust the
framerate independently of the physical simulation rate (Papy sims up
through GPL were framerate-capped, but would still run
asynchronously).  Now if you include the sim-driver as part of the
system, then the rate of input from sim to driver (framerate) becomes
an important factor in how the whole system behaves.

This argument goes around and around and around all the time.  Because
people point to research that says humans can't distinguish movement
beyond 30fps or thereabouts, then clearly no game needs a framerate
beyond this.  Experience screams in the face of this - almost anyone
can see the difference between 30fps and say, 80fps.  Heck, on GP3 I
noticed a huge improvement going from 25fps to 31fps through the
framerate hack.

IMHO, the problem seems to be that people are treating computer games
like a movie.  In a movie, each frame is exposed over time, so
high-speed movement results in a blurring effect that more or less
matches real experience (blurring of fast-moving objects in our FOV).
In a computer game, without additional effects, each object will be
displayed as a static object for the length of a frame, resulting in a
perceptible "jerk" when then next frame is drawn.

All conjecture, of course, and maybe tangential to the whole thread -
I'm only replying to the one post - cause I've already decided to get
F1-2002 ;)...

Kendt

Kendt Eklu

F12002 - Is it worth it?

by Kendt Eklu » Sat, 22 Jun 2002 06:47:05


Um - only if you're talking about GPx ;)!  IIRC, just about every
modern sim uses a constant-rate physics engine, and can adjust the
framerate independently of the physical simulation rate (Papy sims up
through GPL were framerate-capped, but would still run
asynchronously).  Now if you include the sim-driver as part of the
system, then the rate of input from sim to driver (framerate) becomes
an important factor in how the whole system behaves.

This argument goes around and around and around all the time.  Because
people point to research that says humans can't distinguish movement
beyond 30fps or thereabouts, then clearly no game needs a framerate
beyond this.  Experience screams in the face of this - almost anyone
can see the difference between 30fps and say, 80fps.  Heck, on GP3 I
noticed a huge improvement going from 25fps to 31fps through the
framerate hack.

IMHO, the problem seems to be that people are treating computer games
like a movie.  In a movie, each frame is exposed over time, so
high-speed movement results in a blurring effect that more or less
matches real experience (blurring of fast-moving objects in our FOV).
In a computer game, without additional effects, each object will be
displayed as a static object for the length of a frame, resulting in a
perceptible "jerk" when then next frame is drawn.

All conjecture, of course, and maybe tangential to the whole thread -
I'm only replying to the one post - cause I've already decided to get
F1-2002 ;)...

Kendt

mach

F12002 - Is it worth it?

by mach » Sat, 22 Jun 2002 07:08:14





>>Well, I asked a perfectly rational question and so far this has been
>>the only decent answer to it...

>You didn't ask a rational question. You stated an incorrect fact (that
>people can't see > 24 fps)

Read again. I did *not* say that.

Perhaps you should read them yourself. I had already read two of those pages
and the only thing they do is confirm my impression.

--
__________   ____---____       Marco Antonio  Checa  Funcke
\_________D /-/---_----'      Santiago de Surco, Lima, Peru
       _H__/_/                      http://machf.tripod.com
      '-_____|(    

remove the "no_me_j." and "sons.of." parts before replying

Kendt Eklu

F12002 - Is it worth it?

by Kendt Eklu » Sat, 22 Jun 2002 07:42:31


Um - only if you're talking about GPx ;)!  IIRC, just about every
modern sim uses a constant-rate physics engine, and can adjust the
framerate independently of the physical simulation rate (Papy sims up
through GPL were framerate-capped, but would still run
asynchronously).  Now if you include the sim-driver as part of the
system, then the rate of input from sim to driver (framerate) becomes
an important factor in how the whole system behaves.

This argument goes around and around and around all the time.  Because
people point to research that says humans can't distinguish movement
beyond 30fps or thereabouts, then clearly no game needs a framerate
beyond this.  Experience screams in the face of this - almost anyone
can see the difference between 30fps and say, 80fps.  Heck, on GP3 I
noticed a huge improvement going from 25fps to 31fps through the
framerate hack.

IMHO, the problem seems to be that people are treating computer games
like a movie.  In a movie, each frame is exposed over time, so
high-speed movement results in a blurring effect that more or less
matches real experience (blurring of fast-moving objects in our FOV).
In a computer game, without additional effects, each object will be
displayed as a static object for the length of a frame, resulting in a
perceptible "jerk" when then next frame is drawn.

All conjecture, of course, and maybe tangential to the whole thread -
I'm only replying to the one post - cause I've already decided to get
F1-2002 ;)...

Kendt


rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.