I saw an earlier post mentioning a site with info on the demo people got to
try out at the Daytona weekend. Anyone remember where it's at?
Vintook
NASCAR 3 Daytona preview and frame-rate perception debate
A question about the NASCAR Racing 3 demonstration Papyrus staff gave at Daytona led to a debate over GPL's 36 fps frame-rate cap and whether the eye can perceive more than 30 fps. Knowledgeable posters explained that film, television and computer displays differ and that higher frame rates do improve a racing sim's sense of speed.
With Eric Busch (Papyrus)
Automated summary.
No one got to "try it out" the Papy guys were driving it, and had a large
screen TV setup for passers by to watch.........there are some highlights at
Papy.com. I was there, and it was WAY better than the AVI that they put out.
T_K
As good as GPL?
Where can I find the avi you mentioned?
I didn't even see the actual demo down in Daytona (I stayed here in Kentucky
for the race) but I can tell you that NASCAR3 is supposed to blow GPL out of
the water! The .avi movie is available at www.papy.com
Dan Belcher
Team Racing Unlimited
>>As good as GPL?
>>Where can I find the avi you mentioned?
>I didn't even see the actual demo down in Daytona (I stayed here in Kentucky
>for the race) but I can tell you that NASCAR3 is supposed to blow GPL out of
>the water! The .avi movie is available at www.papy.com
>Dan Belcher
>Team Racing Unlimited
I've looked at the screen shots there and yes, Nascar 3 does look VERY good,
but does it look at good as GPL? IMHO, no - at least not by looking at the
screen shots.
But for as Nascar game, I can't wait!
Adam
>>As good as GPL?
>>Where can I find the avi you mentioned?
>I didn't even see the actual demo down in Daytona (I stayed here in Kentucky
>for the race) but I can tell you that NASCAR3 is supposed to blow GPL out of
>the water! The .avi movie is available at www.papy.com
>Dan Belcher
>Team Racing Unlimited
They're not going to make the same mistake as they did in GPL and limit the
frame rates, are they?
Adam
Quoted text (9 lines)
> On Thu, 11 Mar 1999 17:05:20 -0000, > >They're not going to make the same mistake as they did in GPL and limit the > >frame rates, are they? > Why is that a 'mistake'? It seems smooth enough, to me, and I > am a frame-rate fanatic.Actually its not. I *believe* that they limited the framerate to save CPU
cycles for the physics and AI. Its long and complex, but a 3D card does NOT
take the entire graphics subsystem load off the CPU. It handles many things
for the CPU, but the CPU is still in control of the entire process. By
limiting the framerate, you can limit the amount of work the processor is
doing for graphics and therefore have left over cycles that can be devoted
to things such as physics, sound, etc.
Besides, the difference between 24 to 30 fps and anything above is probably
inperceivable (if I spelled that right).
If I'm not mistaken, motion pictures use 24 fps, while broadcast TV uses 30.
These represent the limits the human eye has in distinquishing individual
frames.
2 cents
Robert
the
>>> >frame rates, are they?
>>> Why is that a 'mistake'? It seems smooth enough, to me, and I
>>> am a frame-rate fanatic.
>>It's kind of a waste, don't you think, when we have the hardware to run the game
>>at 45fps+, but we're stuck at only 37. Some people, can get 37fps all the time,
>>which means if there wasn't a limiter, it'd be even higher and look even better.
>.. and maybe when we all have Pentium V - 1500's it would be unplayably fast.
>--
>// rrevved posts from mindspring dot com
Quoted text (12 lines)
>On Thu, 11 Mar 1999 12:50:20 -0600, >>> On Thu, 11 Mar 1999 17:05:20 -0000, >>> >They're not going to make the same mistake as they did in GPL and limit10-14fps gives the illusion of motion for a series of frames, and is the
range usually used by cartoons (about 12fps). This turns into the
perception of smooth motion somewhere in the mid 20's, near the 24fps
used by modern movies. Television is a different story all together,
with an NTSC display standard of 59.94 interlaced fields per second and
a horizontal scan rate of 15,750 lines/second.
However the human eye is able to visually detect flicker usually up into
the 75-80fps range, and this upper limit is not coincidentally pretty
close to the typical minimum recommended 75Hz refresh rate for your
monitor. It has also been shown through research (one such study at the
Eye Research Institute in Boston a few years back) that 1/200 of a
second (200fps) is the threshold for physiological response to visual
stimulus.
Eric
rnews.net...
Quoted text (8 lines)
> On Thu, 11 Mar 1999 12:50:20 -0600, > >> On Thu, 11 Mar 1999 17:05:20 -0000,Wow Eric!!
Is there *anything* you *dont* know?? :-)
I must say you never stop impressing me.
Keep it up!
--
All the best,
Edwin Solheim **remove spamguard in address to reply**
Drop by "The Paddock - a legendary site....." for some cool GPL stuff!
http://home.c2i.net/thepaddock
Ok, seeing this and the following posts, I stand corrected! :)
Also, you made me think about the rate at which the computer samples your
inputs (such as the steering wheel). The faster the sample rate, the more
closely the computer's simulating synchronizes with the real world where you
sit with the steering wheel in your hands and reaction time to move it.
Proves that I should think about things before I respond to a posting.... :)
Robert
Clap Clap Clap Clap ;)
This is the shortest death to this particular
recurring sub-thread I have ever seen!
(There I go and jinx it ;)
- Matt
>On Thu, 11 Mar 1999 17:05:20 -0000,
>>They're not going to make the same mistake as they did in GPL and limit the
Think about how much better GPL would be if you were able to get higher
frame rates! For example, look at Viper Racing. The frame rates on my system
(and mine is ancient) are MUCH higher (almost twice as much) as they are in
GPL.
37fps these days really isn't very much at all...
Adam
Quoted text (7 lines)
>>frame rates, are they? >Why is that a 'mistake'? It seems smooth enough, to me, and I >am a frame-rate fanatic. >-- >// rrevved posts from mindspring dot comThe human eye can only see 30fps
so what difference does it make?
Quoted text (13 lines)
> > On Thu, 11 Mar 1999 17:05:20 -0000, > > >They're not going to make the same mistake as they did in GPL and limit the > > >frame rates, are they? > > Why is that a 'mistake'? It seems smooth enough, to me, and I > > am a frame-rate fanatic. > It's kind of a waste, don't you think, when we have the hardware to run the game > at 45fps+, but we're stuck at only 37. Some people, can get 37fps all the time, > which means if there wasn't a limiter, it'd be even higher and look even better.Not always. i do computer work for a local optometrist.
I have this visual problem where if a screen is at less than 85 hz I
get serious head aches. He told me my problem was that I have
sensitive speed problems. He said some people can actually see
discrepancies in fast moving objects better than others. I asked him
about FPS in a sim and he said some people can see differences between
90 fps and 100 fps...
To see if you are "Speed Tolerant" do this little test.. Get a ceiling
fan and turn it own to full speed. Without tracking the blades, see if
you can actually see the individual blades moving without trying. I
can and sometimes it is annoying as hell.
Or, look to the right or left of your monitor.. Without looking
directly at the screen see if you can see a flicker.
If I put my monitor on 60 hz I get a serious migraine in about 5
minutes flat.
--
-Gunslinger-
So Gunny... one question then: are you the kind of guy who can see and
dodge speeding bullets?? :-) Anyway, what seems like a liability
monitor-wise, could be cool in real life... you notice you're able to
see things that others can't? And please don't tell me you can see the
individual wingbeats of a hummingbird... if you can, then we'd have to
send you to a government lab for testing! :-)
--Dave
--
Dave Schwabe
The Aussie Toad -- Grand Prix Legends & Brabham site
http://users.wi.net/~schwabe
Quoted text (21 lines)
> >The human eye can only see 30fps > >so what difference does it make? > Not always. i do computer work for a local optometrist. > I have this visual problem where if a screen is at less than 85 hz I > get serious head aches. He told me my problem was that I have > sensitive speed problems. He said some people can actually see > discrepancies in fast moving objects better than others. I asked him > about FPS in a sim and he said some people can see differences between > 90 fps and 100 fps... > To see if you are "Speed Tolerant" do this little test.. Get a ceiling > fan and turn it own to full speed. Without tracking the blades, see if > you can actually see the individual blades moving without trying. I > can and sometimes it is annoying as hell. > Or, look to the right or left of your monitor.. Without looking > directly at the screen see if you can see a flicker. > If I put my monitor on 60 hz I get a serious migraine in about 5 > minutes flat. > -- > -Gunslinger-It's an individual thing. Some folks can't see the difference between 20 and 30 fps,
some can see the difference between 80 and 85. Not everyone is the same.
Trips
Quoted text (22 lines)
> The human eye can only see 30fps > so what difference does it make? > > > On Thu, 11 Mar 1999 17:05:20 -0000, > > > >They're not going to make the same mistake as they did in GPL and limit the > > > >frame rates, are they? > > > Why is that a 'mistake'? It seems smooth enough, to me, and I > > > am a frame-rate fanatic. > > It's kind of a waste, don't you think, when we have the hardware to run the game > > at 45fps+, but we're stuck at only 37. Some people, can get 37fps all the time, > > which means if there wasn't a limiter, it'd be even higher and look even better.Yup, this is true... I work as an animator for a living, and trust me, you
get VERY good at being able to tell frame rates, and even counting frames.
(I swear I can tell you the frame rate up to about 60fps just by looking at
it)
>It's an individual thing. Some folks can't see the difference between 20 and 30 fps,
Quoted text (9 lines)
>some can see the difference between 80 and 85. Not everyone is the same. >Trips >> The human eye can only see 30fps >> so what difference does it make?Cool - you just set your monitor refresh rate to 30hz and keep on
dreamin'....
Cheers!
John
I need to save this off so I can copy and paste it :-)
Depending on the phosphor persistence, 30 fps is where high-90-something
percent of people *stops seeing flicker*. That's very different than "30
fps is all the eye can detect." And that's with an interlaced display.
With non-interlaced displays, the high-90% cutoff is 72 fps. That's
supported by studies in Switzerland and 72 fps VESA displays were widely
advertised in the early 1990s. With film, 24 fps is where most people
stop seeing flicker.
The human eye/brain can detect faster frame rates. Some film makers have
run tests as high as 70 fps. Audiences reported that the faster frame
rates looked much more realistic. At the highest frame rates, the
incidence of motion sickness while watching roller coaster material
skyrocketed. This is caused by the eye being fooled into thinking it's
seeing real motion while the inner ear is reporting that the person is
sitting still. That discrepancy causes vertigo in many people.
In addition to the eye, a faster frame rate affects a sims response to
controls. The higher frame rate allows more precise control. I've seen
reports of some limited tests using Quake and the test subjects were able
to discern the faster frame rate 100% of the time.
You may be able to test this yourself. Recently, I worked on a flight
sim. In the debug build frame rates of 30 fps were common with one plane
on the screen. In the release build we saw 70+ fps. The 30 fps looked
pretty good, but 70 fps was noticeably smoother. If you can find a sim
where you can crank up the detail and change the frame rate you should be
able to see this for yourself.
ROFLMAO!
Try Pong.. I get about 500 FPS
--
-Gunslinger-
Douglas Trumble, of SFX fame (2001, Close Encounters. . .) Started a Motion
Picture company called SHOWSCAN many years ago. It is now used in motion
simulator rides (go to Las Vegas for vacation) and runs 60fps. It was
supposed to be used in the Major motion picture, Brainstorm, but wasn't. You
only need 16-18 fps for persistance of vision to kick in, but when you give
the eyes/brain MORE images it makes a much more immersive effect. Go on one
of those rides and you will see the effect it has on your vision.
Quoted text (8 lines)
>>The human eye can only see 30fps >>so what difference does it make? >Cool - you just set your monitor refresh rate to 30hz and keep on >dreamin'.... >Cheers! >JohnYeah, I pulled out Indy 500 - The simulation the other day and fired
it up on the ole P11 450 and could easily see the difference between 273
and 274 frames/sec. No worries at all! I'm not personally going to
bother getting another sim until they can guarantee 300 fps minimum!
Quoted text (18 lines)
> Yup, this is true... I work as an animator for a living, and trust me, you > get VERY good at being able to tell frame rates, and even counting frames. > (I swear I can tell you the frame rate up to about 60fps just by looking at > it) > >It's an individual thing. Some folks can't see the difference between 20 > and 30 fps, > >some can see the difference between 80 and 85. Not everyone is the same. > >Trips > >> The human eye can only see 30fps > >> so what difference does it make?Quoted text (22 lines)
>The human eye can only see 30fps >so what difference does it make? >> > On Thu, 11 Mar 1999 17:05:20 -0000, >> > >They're not going to make the same mistake as they did in GPL and limit the >> > >frame rates, are they? >> > Why is that a 'mistake'? It seems smooth enough, to me, and I >> > am a frame-rate fanatic. >> It's kind of a waste, don't you think, when we have the hardware to run the game >> at 45fps+, but we're stuck at only 37. Some people, can get 37fps all the time, >> which means if there wasn't a limiter, it'd be even higher and look even better.Quoted text (26 lines)
>Yeah, I pulled out Indy 500 - The simulation the other day and fired >it up on the ole P11 450 and could easily see the difference between 273 >and 274 frames/sec. No worries at all! I'm not personally going to >bother getting another sim until they can guarantee 300 fps minimum! >> Yup, this is true... I work as an animator for a living, and trust me, you >> get VERY good at being able to tell frame rates, and even counting frames. >> (I swear I can tell you the frame rate up to about 60fps just by looking at >> it) >> >It's an individual thing. Some folks can't see the difference between 20 >> and 30 fps, >> >some can see the difference between 80 and 85. Not everyone is the same. >> >Trips >> >> The human eye can only see 30fps >> >> so what difference does it make?Quoted text (26 lines)
>> The human eye can only see 30fps >> so what difference does it make? >Used to think the same way. >Try playing Quake 2 on your system... probably an average of 30-40fps on >low end systems. Install Quake 1 on the same system, and move around at >the 75 fps it runs at on an equal system. >If you cannot sense the difference in fluidity of action, then you're >blind. >Also, when it comes to multiplayer, 30fps is _NOT_ a constant. The more >processing time devoted to other things like AI, competitors, more to draw >on the screen, etc., detracts from your 30fps average. You end up getting >more like 10-15. I get constant 37fps ratings in GPL... until I have 5 >other cars on the grid in front of me. And I am running 1024x768 >(Voodoo2's SLI). >30fps is also a method based on 'suspension of disbelief' related to movie >film type media. >This comes nowhere close to the detail and output rate that is demanded by >todays computer graphics systems. >-j.c.h.Kinda like my consistent 60 fps on CPR. Talk about a really good sensation of
speed! DAMN! I feel like I'm flying from in-car!
Dan Belcher
Team Racing Unlimited
CPR is another good example of why frame rates play such an important
part in a racing game.


































