Article View: comp.sys.ibm.pc.games.action
Article #696590Re: What Have You Been Playing... IN AUGUST 2016?
From: Toby Newman
Date: Thu, 08 Sep 2016 07:48
Date: Thu, 08 Sep 2016 07:48
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6493 bytes
On 2016-09-07, Justisaur <just...@gmail.com> wrote: > Rin Stowleigh wrote: >> On Wed, 7 Sep 2016 09:06:02 +0100, Toby Newman <goo...@asktoby.com> >> wrote: >> >>> On 2016-09-06, Rin Stowleigh <rstow...@nevrhadgmail.com> wrote: >>>> On Tue, 6 Sep 2016 14:28:31 +0100, Toby Newman <goo...@asktoby.com> >>>> wrote: >>>> >>>>> On 2016-09-06, Spalls Hurgenson <spallsh...@gmail.com> wrote: >>>>>> On Mon, 05 Sep 2016 10:52:01 -0400, Rin Stowleigh >>>>>> <rstow...@nevrhadgmail.com> wrote: >>>>>> >>>>>>> Buttery framerates are one of the most overlooked aspect of gaming, a >>>>>>> lot of folks don't realize how much the subpar framerates of >>>>>>> underpowered GPUs detract from immersion, until they get accustomed to >>>>>>> high framerates and then try to go back. There seems to be the need >>>>>>> for a reference point for comparison. >>>>>> >>>>>> In my experience it's less /high/ framerates and more an issue of >>>>>> /stable/ framerates. If the game is jumping from 15 to 30 to 60fps, I >>>>>> notice it far more than if it's a rock-steady 30 (or even 20) fps. >>>>> >>>>> 20fps? What is this, Powerpoint? >>>>> >>>>>> Age probably helps too; them youngsters swear there's an amazing >>>>>> difference between 30 and 60fps, but I can't see it at all. And don't >>>>>> get me started on the whole waste-of-money ultra-HD thing; 1024x768 >>>>>> should be enough for anyone ;-) >>>>> >>>>> 60 is OK, it gets much better the faster you go. And I'm in my late >>>>> 30s. Anything less than 60 bothers me greatly. >>>> >>>> Same here, a consistent 60 is minimum acceptable. I do find that >>>> beyond about 90-100fps there are somewhat diminishing returns. >>>> >>>> It really depends on the game though. Something like Battlefield or >>>> Doom really benefits from the smoothest mouselook you can get out of >>>> it. I find this to be much less the case with certain games, like >>>> slower-paced stealth games, third person shooters, or just first >>>> person games which typically don't involve as much twitch movement. >>>> >>>> An example of the latter is the Rainbow Six games. Usually the action >>>> is so focused and intense that the player doesn't find themselves >>>> panning all around the room at rapid speed with the mouse. Its more >>>> like you set up position to guard a hostage or control point, and be >>>> prepared to cover one or more choke points. Or, you're infiltrating a >>>> building by rappeling up the side, then swinging in via a window, and >>>> proceeding slowly/carefully down a hallway with your sights staying >>>> aimed at a relatively narrow angle. I typically don't enable heatmaps >>>> for my Razer mouse, but if you examined the difference between the >>>> typical mouse movement heatmap for Doom vs. Rainbow Six games, the >>>> difference in the type of game becomes much more measurable. >>>> >>>> It is kind of nice that the game supports high framerates, but they >>>> aren't a dealbreaker in that particular game simply because of the >>>> nature of the contest at hand. >>> >>> I find that polygons feel more solid at higher framerates. Something >>> snaps in my head and my perception goes from "animation" to "object", >>> above a certain FPS threshold. >> >> Yes, I think that's a big part of it. When my eyes pan or look >> quickly around whatever my environment is, there is no blurrying, >> jerkiness, or similar issues, so the closer that fluid real life >> movement is replicated on the screen, the more convincing everything >> on the screen will be to me. >> >> I never even understood the "motion blur" effect in many games, >> supposedly it is to mimick some visual characteristic of eye movement, >> but real life objects either don't blur with my vision (*) no matter >> how fast I pan my eyes, or the blurring effect occurs so quickly I >> can't see it. >> > > Actually it mimics film movies. Our eyes don't see like that, but the > blur within cels makes the 23 fps of movies look more like movement > instead of single pictures. If your game isn't stuck at 23 fps (or 30 > perhaps) then there's no reason to use it. It tends to be way overdone > in games too, it should be blur between the two frames to either side > time wise of the frame it's playing, but they make it blur over an > entire second or so usually (i.e. 22 or more frames too much). In new Doom you can adjust the blur length. I spent a little time playing with it and found I preferred having it on, on it's lowest setting, despite already being pinned at 120fps. On fast pans you can still see discrete frames at 120fps, and it mitigated that a little. -- -Toby Add the word afiduluminag to the subject to circumvent my email filters.
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