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Article #696591

Re: What Have You Been Playing... IN AUGUST 2016?

#696591
From: Justisaur
Date: Thu, 08 Sep 2016 13:10
96 lines
6887 bytes
Toby Newman wrote:
> 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.
>


If your gpu can handle it without slowing down, it might be nice to 
smooth panning, as you said on a really low setting, I haven't played 
any games it's adjustable though.

- Justisaur
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From: Justisaur <just...@gmail.com>
Newsgroups: comp.sys.ibm.pc.games.action
Subject: Re: What Have You Been Playing... IN AUGUST 2016?
Date: Thu, 8 Sep 2016 06:10:28 -0700
Organization: A noiseless patient Spider
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