I figure that most PC games are CONSOLE PORTS
so please, shut up if you don't know
This, end of discussion, just ignore the OP since he's not worth being a [H]
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
I figure that most PC games are CONSOLE PORTS
so please, shut up if you don't know
Ok, you are a superman who see the difference between a console and a PC.
I'm a normal person and I don't see the difference between 30FPS on console and 60FPS on PC,
but I see a huge difference between a game that runs at 30FPS on a console and a game that runs at 30FPS on a PC.
Why they don't let us choose the framerate target?
I know that there is software like evga precision that cap the framerate but I don't mean that kind of cap, I mean something like the real framerate target used on console.
Amazing troll is amazing. Though I'm not sure why someone with just under 4 years on their account would risk being banned over starting such a ridiculous bait thread.
Because there's no such thing. The game ticks; the GPU draws either actual, genuine ticks or interpolated ticks. That's it.Is there a single reason why they don't let gamers choose if "calibrate the animations" for 30 or 60FPS?
Not necessarily the case anymore. Good real-time motion blur techniques still have some IQ pitfalls, but they're doable performance-wise (one or two milliseconds per frame in some cases). Like you said, though, input responsiveness suffers at much lower frame rates, so it's not the best of trade-offs at the moment.There's no great solution for video games to match the motion blur quality of films.
If by frame pacing you mean the evenness of frame delivery, yes. Otherwise, I'm not sure what you're trying to ask.Does Frame-Pacing vary from console to pc, or movies to pc?
I am assuming based on Unknown-Ones post that Frame-Pacing is just as important as FPS?
I figure that most PC games are CONSOLE PORTS
so please, shut up if you don't know
I'm not confusing, I'm lighting kids on how a PC animation works.
This is true for most games.
A games that runs really bad on 40FPS is the proof, I'm not talking about stutter, I'm talking about fixed 30FPS, or fixed 40FPS.
A games that runs choppy at fixed 30FPS is the proof of what I'm saying.
Fix the framerate of a game at 30FPS and tell me what games don't runs choppy.
This MEANS THAT the games animations "is calculated on 60FPS".
I'm not saying that 30FPS is enough to be comparable to 60FPS, I mean that if a game engine is able to downscale the animation to 30FPS, 30FPS is enough to play decently.
Since this is not true, playing PC games at 30FPS is a scandal, not for the framerate but for the engine doesn't do what it does on console.
I am assuming based on Unknown-Ones post that Frame-Pacing is just as important as FPS?
Most entertaining thread in ages. Way to go OP.
fxaa does a great job to come close to console texture quality and it cost nothing
Wtf is console texture quality?
fxaa does a great job to come close to console texture quality and it cost nothing
fxaa is a blur filter. it's a joke.
Do your research. It's an edge detecting post filter.
If FXAA is a "blur filter", so is MSAA. And SSAA, for that matter.fxaa is a blur filter. it's a joke.
How would SSAA blur the screen? FXAA most certainly does blur a little but the level of blurriness can vary.If FXAA is a "blur filter", so is MSAA. And SSAA, for that matter.
How would SSAA blur the screen? FXAA most certainly does blur a little but the level of blurriness can vary.
The intention of FXAA is to use edge-detection to blur only aliased edges.fxaa is a blur filter. it's a joke.
That can be avoided by using a higher resolution display (or combining FXAA with low-level SSAA).fxaa blurs textures.You lose IQ. It's a known fact. Load up some nice ultra/high texture of a gravel/dirt in skyrim. Activate fxaa and u get med looking texture that lose all edges and looks smudged.
MSAA and SSAA are not "blur filters"...If FXAA is a "blur filter", so is MSAA. And SSAA, for that matter.
I'm really not sure what you're talking about here. SSAA creates a hyper-accurate image, not a blurred imageIt creates pixels from a higher res sample. This creates colors and shades not native to the intended image which is then perceived as blur.
It is really ridiculous.
PC gamers need more than double the power of console gamers to run the same game at the same quality.