Re: game framerates


Subject: Re: game framerates
From: Justin Dieters (enderak@yahoo.com)
Date: Tue Feb 26 2002 - 20:51:46 AKST


As far as above 30fps, he's right, it can make a difference. I guess
what I was getting at is 30 is generally considered the minimum target
for good playability for games such as unreal and quake.. in my case, I
notice a difference in smoothness between 30 and 40 fps, but above that
it's all the same to me.. so I typically set my games up to run around
40-50fps on average with as best quality as I can, as opposed to getting
80fps, but at a lower resolution or quality.. but I don't play too many
games other than UT occasionally, so i'm probably not the best person to
listen to.. :)

Do any games simulate motion blurring during in-game rendering at all?
Any non-basic 3d renderer (3dstudio, et al) will, but that's only good
for pre-rendered animation.. I'm not sure how hard it is/would be to do
it on-the-fly...

Justin

twistedhammer wrote:

> Ahem. actually it can make a difference. Justin brings up
> below that the NTSC
> (National Television Standards Commitee) standard is roughly
> 30 fps. True
> enough, but the primary difference between a video signal
> captured by a
> camera and one output by a video card is a matter of motion
> blurring. Ever



This archive was generated by hypermail 2a23 : Tue Feb 26 2002 - 20:57:45 AKST