rec.autos.simulators

1GHZ CPU in sight, how about more than 36fps in GPL patch?

BendsMaste

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by BendsMaste » Sun, 12 Mar 2000 04:00:00

I was just thinking why GPL was limited to 36fps in the first place,
but now with new powerful processors ready to be available on the
market why not run GPL at 60fps? That would be nice.
What do you guys think?

Jim Dombrowsk

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by Jim Dombrowsk » Sun, 12 Mar 2000 04:00:00

I don't think it would be that noticeable since the eye can't really see it.
I believe I read there is a limit to how many frames the human eye can
actually see and I think it just might be around 36 fps. What it would help
to give us is that 36 fps even when your surrounded by 19 other cars with
full eye candy on.

 Jima


Ronnie Bigwhi

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by Ronnie Bigwhi » Sun, 12 Mar 2000 04:00:00

 I dont know about yall ..But I can sure tell the difference between 30 some
frames per second and 60. I think 60 frames is more realistic regardless if
you can percieve it or not too.


> I don't think it would be that noticeable since the eye can't really see
it.
> I believe I read there is a limit to how many frames the human eye can
> actually see and I think it just might be around 36 fps. What it would
help
> to give us is that 36 fps even when your surrounded by 19 other cars with
> full eye candy on.

>  Jima



> >I was just thinking why GPL was limited to 36fps in the first place,
> >but now with new powerful processors ready to be available on the
> >market why not run GPL at 60fps? That would be nice.
> >What do you guys think?

Olav K. Malm

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by Olav K. Malm » Sun, 12 Mar 2000 04:00:00


> I don't think it would be that noticeable since the eye can't really see it.
> I believe I read there is a limit to how many frames the human eye can
> actually see and I think it just might be around 36 fps. What it would help
> to give us is that 36 fps even when your surrounded by 19 other cars with
> full eye candy on.

The theory is that 30 fps or so is enought to get a real sence of motion.
Remember movies is only 24 fps. The difference is that on a computer every
frame is a sharp one, while on a movieframe a object in motion will be
blurred. That is because the shutter is open all the time, while a computer
made frame is instant showing the same picture for 1/36 (or whatever) seconds.
I think you need framerates about a hundred or even more for the eye not to
see this.

With the new Voodoo5 coming out in a few months there will be a motion
blur feature, but I think software has to support it.

Take a little test: Set the monitor at a refresh rate of 60 and look at it for
15 seconds. Then turn the monitor on 85 Hz and enjoy the flicker-free image.

--
Olav K. Malmin
remove spam when replying

Scott Boha

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by Scott Boha » Sun, 12 Mar 2000 04:00:00


There was a demo somewhere that divided the screen into 4 and had 15, 30,
60 and 120Hz versions of the same animation.  You could DEFINITELY tell the
difference, the 120Hz one looked by far the smoothest.

Another point, if GPL is updating the view 36 times a second, and the
monitor is refreshing 85 times a second then the monitor is going to be
redrawing the same frame 2 or 3 times.

>  Jima



> >I was just thinking why GPL was limited to 36fps in the first place,
> >but now with new powerful processors ready to be available on the
> >market why not run GPL at 60fps? That would be nice.
> >What do you guys think?

Michael E. Carve

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by Michael E. Carve » Sun, 12 Mar 2000 04:00:00


% I was just thinking why GPL was limited to 36fps in the first place,
% but now with new powerful processors ready to be available on the
% market why not run GPL at 60fps? That would be nice.
% What do you guys think?

Here is why:


Subject: Re: GPL 36 fps limit, why?
Date: 06 Jun 1999 00:00:00 GMT
Newsgroups: rec.autos.simulators

GPL's base unit of time is a tick which corresponds to 1/36th of a
second, and everything in the game runs at some multiple or fraction of
this unit (i.e. the player's physics are updated 8 times a tick or at
288Hz).  Hence the 36fps limit ensures that everything is properly in
sync and the 'world' can be safely redrawn each tick.

Eric

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

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Michael E. Carve

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by Michael E. Carve » Sun, 12 Mar 2000 04:00:00


% I don't think it would be that noticeable since the eye can't really see it.
% I believe I read there is a limit to how many frames the human eye can
% actually see and I think it just might be around 36 fps. What it would help
% to give us is that 36 fps even when your surrounded by 19 other cars with
% full eye candy on.

%  Jima

Deja Vu all over again......


Subject: Re: GPL about to come off the shelf...
Date: 20 May 1999 00:00:00 GMT
Newsgroups: rec.autos.simulators



% Documented examples please. And i'm not talking about Joe Smoe,
spending money
% on a new TNT & V2 Sli wanting to find some difference and/or
justification in
% his spend.

% I've still not seen a shred of prrof that 30fps via 60fps is an
advanatge or
% what. nad i'm talking a constant 30fps, not subject to dropout and
peaks at
% lower than 30fps. (which obviously higher average frame rates help u
with).

In the effort to conserve bandwidth (and tempers), instead of continuing
to rehash old turf-war battles go to the following URL's and read what
others have to say on this topic.
http://www.firingsquad.com/features/faceoff/6-fps/default.asp

http://www.sony-europe.com/tve/trinitron/100hz.html

http://www.ping.be/powervr/fps_discus.htm

http://www.robinsonresearch.com/MOVIES/part_IB.htm

from http://www.student.hk-r.se/~pt93mm/thesis/domain_paper.html
The qualifier 'Real-time' narrows the domain further. By this term
we do not mean to imply that the system will have to deal with hard
deadlines
that are critical to the functionality of the application. Instead, the
term is used to point out that we are talking about animation. This
simply means that the frames must be produced at a speed that tricks the
human eye to perceive flicker-free, or at least almost flicker-free
motion. In practice, 'flicker-free' means 20 - 30 frames per second,
"almost flicker-free" might be around 10 frames per second. Occasional
frame rate drops to less than 10 frames per second might or might not be
acceptable, depending on the application.
--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

<desti..

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by <desti.. » Mon, 13 Mar 2000 04:00:00

    I just gotta comment on this one, and read all the responses so far to
it too, so figured I'd post one message, hehe. From all my ***
experience, the more the better. But to a degree. Most magazines, ***
sites, game companies, etc, all pretty much mention the medical fact of the
human eye having a threshold of about 60fps. Beyond that, it would take
incredible perception and eyesight to be able to distinguish something
running, say 65fps and something else running 75fps.
    I'm no expert, so can only rely on my own senses. And here's an example.
I'll give opposing view even. When I first got really heavy into online
***, it was with Quake2. My poor old Compaq P90 could barely run the
game. Got like 2-5fps on average. Online it was worse. Playing a game online
takes more horsepower, cause you are running the software to be able to be
on the net, then dealing with incoming/outgoing data that's being processed,
etc, all that in addition to simply running the game. I had to play the game
in software rendered mode. But then I got a brand new Voodoo 1 card, hehe.
FPS *soared* to over 9fps on average. Bounced around 8-12 depending on how
much action was being displayed. I was in heaven. And know what?? It helped
out my gameplay. I could kick the butts of players that I never could
before. Everything moved so much faster, more in realtime, rather than
lagtime. Then I got a 200mhz "Overdrive" cpu, remember them? It would only
run at 180mhz, due to the fact I was limited to a 60mhz bus speed. Again,
framerates skyrocketed, my online playing improved noticeable. I was
starting to be able to run with the pack now, hehe. Instead of a hapless
victim and easy target.

Anyways, the more the FPS went up, the easier it was to play the game. The
smoother it was. Both offline and online. Anyways, getting into some tech
stuff. Most television programs run at 30-32fps, while motion picture box
office movies run at around 35fps. While faster fps may seem to improve
quality, also gotta figure in the fact that they probably shoot those
feature films in alot higher resolutions, as compared to your typical
nightly sitcoms on tv.

Here's one big argument alot of gamers make in favor of skyhigh FPS. It's to
do with lag and horsepower. In my opinion, most likely a horsepower issue.
Let's say I'm getting 40fps in whatever game, and this is offline benchmark.
Well, online, with the background internet related tasks running to keep me
online, my FPS will drop. So let's say it gets cut down to 20fps. Well, that
will be noticeably slower. Obviously. One guy I met, whose nickname escapes
me, lol, he had just picked himself up a custom P3 450mhz with SLI Voodoo
2's, cranking out 110fps offline in Quake2. Some of us questions is apparent
"overkill" for going all-out to be a "fps god", hehe. Well, he said it was
because of the issue with the FPS drops when playing online, and even the
apparent loss of FPS from lag, etc. Which, actually makes some sense, hehe.
I know there is a command line switch in Quake2, called "cl_maxfps XX",
where XX is the number of FPS you want to set it to. The game had that
defaulted to "90". Well, I'd say 75% of Q2 players then, and more than half
now, hehe, probably won't ever see FPS rates like that. So they claim it can
cause lag, cause the game server is trying to put out the data fast enough
to keep up with your 90FPS setting. That setting it lower, would cause both
your computer, and the server, to work less hard. And it makes sense, if
someone is only getting 30fps, why should he leave it at the default of 90
and possibly risk wasting all this bandwidth, if what they say is true.

Also gotta consider one other thing. And this I've seen in some of the
racing sims. With a "busy" screen, your fps will drop. With N3, i can
sometimes see it stutter when there's a full field of cars in view, with
several in rear view, and racing 2/3 wide, all those car textures have to be
rendered. Running on a track alone, you'll get your max fps, but with alot
of AI/Human cars all around you, well, your fps will drop a bit as it has to
render those guys too, and account for their movement around the screen, or
field of view. I seen that alot in Q2, when you get like 6 people in a small
room, everyone firing like mad to kill the bad guys, explosions, rockets,
debris, bodyparts, all that stuff flying around the room, well, your fps
drops like a rock sometimes, hehe. And some people intentionally do the
opposite and say "My minimum in the Crusher benchmark demo is 30", well hey,
if the lowest he goes on a very busy screen, that's great. Probably would be
60 or better if he was in that same room by himself, with nothing going on,
hehe.

Ok, flip side of this, horsepower. Is it really more to do with the video
card?? Or could it be connection speeds, and CPU speeds that factor in
more?? 36 FPS in GPL would be nice enough, providing you can keep it
constant, that's with other cars on the screen, basically a busy screen or
setting, if it can resist dropping below 32, taht would be no big deal. But
if you're limited to 36 and as a result, when things get busy, your fps
drops to like 15, that sucks then, lol.

Anyways, just some info and ideas, feel free to comment or whatever,
brainpower is a wonderful thing when we all use it together to come up with
ideas/solutions, etc.

Destin


Kirk Lan

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by Kirk Lan » Mon, 13 Mar 2000 04:00:00

I think there would be some major rewriting in that - IIRC GPL bases it's
time off of the framerate.

--
Kirk Lane


ICQ: 28171652
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I'm going MIA
Tonight I'm leaving
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Dave Henri

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by Dave Henri » Mon, 13 Mar 2000 04:00:00


> hehe.

> Ok, flip side of this, horsepower. Is it really more to do with the video
> card?? Or could it be connection speeds, and CPU speeds that factor in
> more?? 36 FPS in GPL would be nice enough, providing you can keep it
> constant, that's with other cars on the screen, basically a busy screen or
> setting, if it can resist dropping below 32, taht would be no big deal. But
> if you're limited to 36 and as a result, when things get busy, your fps
> drops to like 15, that sucks then, lol.

> Anyways, just some info and ideas, feel free to comment or whatever,
> brainpower is a wonderful thing when we all use it together to come up with
> ideas/solutions, etc.

> Destin

  I seem to be following you today Destin.
  Different games put different demands on the cpu and vid-systems.
Quake II
limits the ammount of 3d info the cpu has to handle by creating small
areas
within the bigger overall map.  In those types of games, the vid-card
has a
greater role in determining(sp!) the framerate.  In other sims like GPL,
the CPU
gets the main workout.  You can see this by adjusting the eye-candy.
Frame-rates
in GPL on a good system differ little from 800x600 or 1024x760 and up.
In the Quake games,
every step up the resoulution ladder really impacts the fps.  
  Online "racing" does increase the workload and thus decreases the
fps.  But the key,
at least with Papy products, is to get as many people locked in with a
rock solid max
frame-rate.  If you have one guy putzing around online at 22fps it can
effect all the
other drivers as the server attempts to balance out his input/output
with the others.
  So in that respect, we are fortunate that 36fps is the max.  More and
more systems are
capable of producing that number now.  If Papy doubled it to 72 and cut
the inputs by
half to keep the tick timing in step with the present
code(oversimplfication I know) you
would have an online nightmare as few 'current' systems could produce
such high fps and the
warping result would really deminish the racing even if you were one of
the lucky ones
generating 72fps.
dave henrie
Randy Cassid

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by Randy Cassid » Tue, 14 Mar 2000 04:00:00


it.

Here we go again...

Michael E. Carve

1GHZ CPU in sight, how about more than 36fps in GPL patch?

by Michael E. Carve » Tue, 14 Mar 2000 04:00:00




% > I don't think it would be that noticeable since the eye can't really see
% it.

% Here we go again...

Long time no see, Randy..... must be the slow... err excuse me, must be
the extremely fast frame rate that my poor human eyes couldn't see as
you flashed by.... <G>

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=


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