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Thats what I always thought.WTF? as far as Im concerned its allways been 24fps, unless you are some kind of superhuman
Turn fraps on, go into a game, if you see the little yellow numbers go above 66, you're seeing that many frames per second. If you couldn't see above 66, than every time it got above it, you wouldn't see the two little numbers. Right?
Anyway, I really don't think it matters too much, you can't tell the difference once it gets past 60 much anyway.
I ran FRAPS on my occipital lobe and I was getting between 19 and 33 FPS depending on how many objects I was looking at. I tried overclocking but it didn't make a noticeable difference.
The answer vaires depending on a hundreds of different factors, you'd have to be vastly more specific with your question to expect a sensible answer, or one did that didn't end in a large flame war.
I'll give you a hint to get started, let us know:
What display type
Does the refresh of the display differ from the frame rate of the media
Are we talking flicker/smoothness
Are we talking the peripheral vision or direct vision
Are we talking about computer generated images or film
Does the media contain motion blur
The list really does go on and on but these are the basics.
Oh come on guys, the question certainly can be answered.
If you're talking movie media, then yes you'd notice a difference in a movie filmed at 24 fps and one filmed at 60.
Remember Bourne Supremacy? The annoying fight scenes there were shakey, blurry, and hard to make anything out? That's what a movie at <24 fps would feel like while the rest would be 60. ( Just so that we're clear, a movie showing at 24 fps is considered HD.)
If you're talking video games, then it again depends on the type of game. You're not going to see crap for difference in Tetris at 10 fps and Tetris at 200 fps. There's not much happening on the screen and your eyes easily lock on within those 10 fps.
If you're talking Counter Strike Source, with potentially 50 people on the screen with cabinets flying, bullet casings kicking out of your weapon, and a patridge in a pear tree, then 10 fps will not be enough and you'll need those 60 fps for it to look smooth.
I think alot of you guys are referring to the tests that they did on fighter pilots.
Sadly I gotta go because my kid is beating the hell out of my keyboard. More after she goes to sleep.
wow...
Yeah, im pretty sure we dont see in frames...more of a constant input.
/closed and noted that there are a bunch of idiots lurking here
im talking during gaming, lcd display.
if we can only see 24fps then y do people complain when they have low fps like 60.
im talking during gaming, lcd display.
if we can only see 24fps then y do people complain when they have low fps like 60.
yes its a constant input...
24 is barely playable. usually 30 and above is good enough to be enjoyable. but i think the ideal number is what your monitor's refresh rate is, correct? anything higher (i.e. 100, 150) is just a pissing contest number.
yes its a constant input...
24 is barely playable. usually 30 and above is good enough to be enjoyable. but i think the ideal number is what your monitor's refresh rate is, correct? anything higher (i.e. 100, 150) is just a pissing contest number.
A Movie theatre film running at 24 FPS (Frames Per Second) has an explanation. A Movie theatre uses a projector and is projected on a large screen, thus each frame is shown on the screen all at once. Because Human Eyes are capable of implmenting motion blur, and since the frames of a movie are being drawn all at once, motion blur is implemented in such few frames, which results in a lifelike perceptual picture.
The USAF, in testing their pilots for visual response time, used a simple test to see if the pilots could distinguish small changes in light. In their experiment a picture of an aircraft was flashed on a screen in a dark room at 1/220th of a second. Pilots were consistently able to "see" the afterimage as well as identify the aircraft. This simple and specific situation not only proves the ability to percieve 1 image within 1/220 of a second, but the ability to interpret higher FPS.
... and a patridge in a pear tree.....
I thought we as humans interpreted motion (or light and color for that matter) as opposing light waves being deflected off said focused object(s) (an orange chair is every color but orange sort of thing) as a form bio illuminating stimulation apposed to processing "Frames"(still imagery) Per Second like a high speed camera would.... but what the hell do i know...
LCD monitors are of course fine at 60Hz, because the image persists brightly and reliably until the next frame comes. Apart from when gaming, I don't think we'd notice if we brought the refresh rate of a TFT down to 15Hz, because it doesn't go dark between frames and 1/15 of a second is too quick to notice jerkiness when all you're looking at is a flashing cursor. At most, the mouse might look jittery. I'm talking about refresh rate rather than frame rate, though.
A good read, if a little long:
http://amo.net/NT/02-21-01FPS.html
[RIP]Zeus;1030848530 said:I am going repeat you on this
As i am sick and tired of stupid people saying we can only see 24 FPS....
http://amo.net/NT/02-21-01FPS.html
Even if you could put motion blur into games, it would be a waste. The Human Eye perceives information continuously, we do not perceive the world through frames. You could say we perceive the external visual world through streams, and only lose it when our eyes blink. In games, an implemented motion blur would cause the game to behave erratically; the programming wouldn't be as precise. An example would be playing a game like Unreal Tournament, if there was motion blur used, there would be problems calculating the exact position of an object (another player), so it would be really tough to hit something with your weapon. With motion blur in a game, the object in question would not really exist in any of the places where the "blur" is positioned, that is the object wouldn't exist at exactly coordiante XYZ. With exact frames, those without blur, each pixel, each object is exactly where it should be in the set space and time.
The overwhelming solution to a more realistic game play, or computer video has been to push the human eye past the misconception of only being able to perceive 30 FPS. Pushing the Human Eye past 30 FPS to 60 FPS and even 120 FPS is possible, ask the video card manufacturers, an eye doctor, or a Physiologist. We as humans CAN and DO see more than 60 frames a second.
Actually, that chair "absorbs" every color except orange.