yeah, but the number quoted is never the same and ranged between like 90 and 200.
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Indie Winterdie KräheRudi Hurzlmeier (German, b. 1952)Registered Userregular
edited April 2012
so this past week has led me to finally finishing my old Bayonetta save
man
what a freakin' game
you know what I would be totally cool with? if they're gonna reboot DMC then fine, go all the way with it, a fullscale re-imagining of Dante and his world... if they keep the old established world, and use it to do a crossover game with Bayonetta. Just, combine these two into one glorious universe, let these two characters and their respective cast members meet and have wild adventures with each other. That would be rad.
Indie Winter on
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Indie Winterdie KräheRudi Hurzlmeier (German, b. 1952)Registered Userregular
also Luka is so adorable, seriously one of my favorite sidekicks in any game
siren? i always wondered if the full game was better or at least more even than the PSN demo
the controls are still wonky at times
but the plain sense of dread and confusion and unease from the second you start never lets up and that's what makes it work. you panic, and the shit controls punish you.
Some people can't tell the difference between 30 and 60 fps? damn.
I mean, I can tell the difference between 60 and 70 fps, but that might be just from training my eyes and knowing what the actual # is when it looks a certain way (thanks to playing WoW with a fps counter on all the time).
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VivixenneRemember your training, and we'll get through this just fine.Registered Userregular
some people claim to not even notice the difference between 30 and 60
This is largely true; most people can't track more than 24 fps, so going much higher than 30 is superfluous. The idea is that you can notice the difference between 30 and 60, sure, but at that point it's more about the fluidity of frame transition than it is about any details you can actually discern. 30 is going to look just fine and stutter-free to most people; 60 potentially looks smoother and quicker, but you won't spot more detail from having additional frames.
Sixty frames also gives you more room-- if a game running at 60 frames stutters a bit, it looks a lot better than that a game running at 30 frames stuttering
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VivixenneRemember your training, and we'll get through this just fine.Registered Userregular
yeah I like to think of 60 fps more as "buffer" before I begin to notice stutter (i.e., it can drop 36 frames before I notice as opposed to just 6) rather than anything particularly noticeable
I'm pretty sure it doesn't actually work that way, but it's how I make sense of it in my brain
I think most games also do the reverse painters method of producing graphics, so 30 and 60 look really similar if you focus on your character model or HUD, but you will not a huge difference in the environment and distanced objects
yeah the biggest thing i notice with 60fps is that there seems to be way more depth to the picture, or something. Hard to describe but it definitely looks better
Depends on your eyes some, but 60 is pretty noticeable compared to 50 for me. 85 versus 60 is also noticeable.
I don't have a 120hz display so I can't say if I can pick up the difference there but i'm thinking yes.
The other thing about framerate is there's response time hits as your FPS drops. If you're at a constant 30FPS and every frame is drawn in the same time as every other frame(not entirely true but lets say for this example it is) then each frame takes 33.3 milliseconds to be rendered. That means you don't see it until 33 milliseconds after whatever was going on in the game. At 60FPS the draw time is down to 16.66 milliseconds, so you've cut the delay, which makes it feel more responsive even if your eyes can't track faster framerates.
This isn't a massive deal for all games or for all people, but if you're into playing twitch games where timing is a big deal it's a pretty big thing to cut that time delay down. It's also why dropping framerates is so extra annoying for me, because it tends to just slow down all your reactions a bit which has a big impact on the "feel" of some stuff.
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If you got the right eye a change in framerate can be a big deal for some people
On most games it doesn't bother me but sometimes it can just ruin the game
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SUPER annoying.
Ditto for this whole thing. Only thing I'm missing is the Vita. As soon as an Assassin's Creed hits, I'll probably have that as well.
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I honestly bought more games for the 360 simply because I find playing on the 360 controller to be more comfortable
solid 60fps is the best, I will play a game sub-SD if I can get 60fps
one time I saw a 120fps monitor and now I am spoiled for life
This is a good post
http://exploringbelievability.blogspot.com.au/2012/04/how-to-write-empowering-female.html
I thought the human eye couldn't even detect fps increases past a certain point
man
what a freakin' game
you know what I would be totally cool with? if they're gonna reboot DMC then fine, go all the way with it, a fullscale re-imagining of Dante and his world... if they keep the old established world, and use it to do a crossover game with Bayonetta. Just, combine these two into one glorious universe, let these two characters and their respective cast members meet and have wild adventures with each other. That would be rad.
Pretty cool. Liked your article and liked this one.
And I was delighted to see Kharma mentioned, as a wrestling fan who is so fucking tired of the WWE "Divas".
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I can definitely tell the difference between 60 and 120
some people claim to not even notice the difference between 30 and 60 so I guess it depends on your eyes?
I can tell the difference between 30 and 60 fps. It's subtle, but it's there.
Can't notice anything higher, though.
just play a call of duty or burnout game
see how everything moves so smoothly
then play something like mass effect, and the frames are a lot more noticable
the controls are still wonky at times
but the plain sense of dread and confusion and unease from the second you start never lets up and that's what makes it work. you panic, and the shit controls punish you.
I mean, I can tell the difference between 60 and 70 fps, but that might be just from training my eyes and knowing what the actual # is when it looks a certain way (thanks to playing WoW with a fps counter on all the time).
This is largely true; most people can't track more than 24 fps, so going much higher than 30 is superfluous. The idea is that you can notice the difference between 30 and 60, sure, but at that point it's more about the fluidity of frame transition than it is about any details you can actually discern. 30 is going to look just fine and stutter-free to most people; 60 potentially looks smoother and quicker, but you won't spot more detail from having additional frames.
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I'm pretty sure it doesn't actually work that way, but it's how I make sense of it in my brain
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I don't have a 120hz display so I can't say if I can pick up the difference there but i'm thinking yes.
The other thing about framerate is there's response time hits as your FPS drops. If you're at a constant 30FPS and every frame is drawn in the same time as every other frame(not entirely true but lets say for this example it is) then each frame takes 33.3 milliseconds to be rendered. That means you don't see it until 33 milliseconds after whatever was going on in the game. At 60FPS the draw time is down to 16.66 milliseconds, so you've cut the delay, which makes it feel more responsive even if your eyes can't track faster framerates.
This isn't a massive deal for all games or for all people, but if you're into playing twitch games where timing is a big deal it's a pretty big thing to cut that time delay down. It's also why dropping framerates is so extra annoying for me, because it tends to just slow down all your reactions a bit which has a big impact on the "feel" of some stuff.