> > I'd like to find out where you got this data from? If the human eye
> > were to only see things at a maximum (or even a minimum) frame rate,
> > that would change a whole lot of known physics.
> The human retinal persistence is 1/25th of seconds.
> You will find that in every book of biology.
This may be true, but I believe there is much more to it affecting the
frame rate necessary to make what you see on the screen indistinguishable
from the real thing. (I'm not arguing what is necessary for a driving
simulation here, only what the eyes really _can_ see.)
E.g. the flicker sensitivity of the human eye makes >> 25 Hz screen update
rates necessary. This is why cinema is 48 Hz rather than 24 and TV (in the
US) is 60 Hz rather than 30. In the cinema the same frame is shown twice
only to reduce flicker but in TV there are 60 _different_ half-frames per
second (the hack being that only every other line is updated for each half
frame) effectively updating moving objects 60 times per second. Here in
Europe the TV screen is updated 50 times a second and most high end TV
sets are doubling the frequency once more to 100 Hz to reduce flicker
even more.
(If you have 70 Hz or better update rate on your monitor and believe
your eyes can't _possibly_ notice anything that fast, try moving your
hand fast sideways in front of the monitor while looking straight ahead
at it with a mostly white screen. See those 70 Hz still pictures of
fingers moving by?)
The flicker isn't a big problem in a driving simulation though since
there shouldn't be any high contrast changes from frame to frame.
(Lack of anti-aliasing does generate some flicker though, as does badly
filtered or unfiltered texture maps, but maybe you can't blame the frame
rate for that.)
But maybe more importantly, we often _follow_ moving objects with the
eyes. This may not reduce the retinal persistence, but it does increase
the necessary frame rate a lot for displaying _moving_ objects. I can
think of two ways demonstrating this, the first one is watching a movie:
As others have commented, if each frame were exposed for 1/25 of a second,
the motion blur would make it hard or impossible to notice the (to low)
frame rate. But unfortunately this isn't always possible, e.g. if the
available light when filming is to strong. So in pratice there may not
be enough motion blur to hide the low frame rate. When looking at a
panning scene filmed in strong light, it can be very noticeable. For me,
the panning speed affects the sensation, to slow and the "jumps" between
frames are to short to notice, to fast and the motion blur hides it.
The other demonstration example is looking sideways out the window
from a fast moving car, bus, railroad car or whatever. If you stare
in the same direction, telephone poles and other objects that move
by will dissappear in a blur. But if you just relax a little and
start _looking_ at the objects, they suddenly turn sharp. You don't
have to move your head to see the objects, only letting the eyes
follow them for a fraction of a second is enough. This is an extreme
example, but you also would need a very high frame rate to get the
same effect on a monitor.
_
Mats Lofkvist
PS This thread was really about controller polling vs. frame rate so
I guess I have to say something about that also :-)
Increaing the controller polling rate really sounds like a good idea
_but_ of course you have to run all of the physics model at the
higher rate to make use of it. I read somewhere that GPL is actually
running the physics at 288 Hz, so this improvement could be doable
(if they aren't already doing it of course!). The only problem
might make polling so slow that your computer wouldn't have time to
do anything but reading your wheel position if you tried doing it
at 288 Hz.