Comment Re:Frame rates - More important than the visual... (Score 1) 143
...is the input rates. 3D games that make use of motion (just about all do as far as I am aware) rely on framerate as a basis for input time slices - i.e. faster framerate = faster input response cycle.
Play a racing game at 30 fps and you will be all over the road because you only have (for example - I've not coded the stuff yet so I don't know the actual stats) 30 times in a second that the computer accepts input.
Consider: you're heading for the rail on the left - you yank the wheel to the right; assume input ranges from 0 to 100 with 0 = hard left, 50 = center, 100 = hard right
At 30fps you have input at 50, then in LESS than 1/30th of a second you are at 100. NEXT FRAME the system acknowledges a hard right, possibly reeling you out of control.
At 60fps, VISUAL does not appear any different, but input is 50, 75, 100 and the game registers the 75, and you maintain control.
This is WAY simplified, but hopefully you can extrapolate the point.
I would appreciate if you'd excuse any amateur-ness to the post as it is my first on /.
Play a racing game at 30 fps and you will be all over the road because you only have (for example - I've not coded the stuff yet so I don't know the actual stats) 30 times in a second that the computer accepts input.
Consider: you're heading for the rail on the left - you yank the wheel to the right; assume input ranges from 0 to 100 with 0 = hard left, 50 = center, 100 = hard right
At 30fps you have input at 50, then in LESS than 1/30th of a second you are at 100. NEXT FRAME the system acknowledges a hard right, possibly reeling you out of control.
At 60fps, VISUAL does not appear any different, but input is 50, 75, 100 and the game registers the 75, and you maintain control.
This is WAY simplified, but hopefully you can extrapolate the point.
I would appreciate if you'd excuse any amateur-ness to the post as it is my first on