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Member
(05-24-2012, 05:56 PM)
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#301
also 48 fps is just a stepping stone to 60 and higher. they only picked it for the hobbit because a lot of the newest projectors can handle it. Cameron is hoping to go to 60 for Avatar 2.
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Member
(05-24-2012, 05:58 PM)
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#302
24fps film has a shutter speed of 48/1, meaning if you film at 48fps with 48/1 shutter speed, you can extract a 'perfect' 24fps version of your 48fps film. If you move to any speed faster than that, you can't produce a correct 24fps print. |
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Member
(05-24-2012, 08:14 PM)
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#307
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Insane For Sony
(05-24-2012, 09:32 PM)
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#311
I don't think you can. 24FPS print won't have a correct motion blur at all. It will all look like watching those scenes from Gladiator where there wasn't any motion blur.
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Member
(05-24-2012, 09:34 PM)
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#312
Motion blur is dictated by shutter speed, the shutter speed of 24fps films is 48/1, the same as it is for 48fps films. You have the exact same 24 frames captured, you just have an additional 24 between them.
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Member
(05-24-2012, 09:35 PM)
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#313
I played half way through Alan Wake at around 47fps before SLi drivers were released and I didn't notice a big difference between it and a solid 60fps. |
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Member
(05-25-2012, 12:15 AM)
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#316
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Member
(05-25-2012, 12:18 AM)
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#318
Same here, it's a subtle difference with almost everything. If I watch a fighting game on stream or on youtube, it's not a night & day difference from when I actually play.
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Member
(05-25-2012, 12:34 AM)
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#319
It seems people can get pretty upset when a game becomes inconsistent with its framerate. (And I can't blame them) But I don't think this can be prevented without limiting the developers' freedom. |
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Banned
(05-25-2012, 12:50 AM)
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#320
The question was, "do you think there will be MORE 60fps games next generation?" And in the event that we get a normal generational leap, the answer is yes, of course there will be. A few generations ago, 60fps was unheard of. The Ps2/Xbox generation introduced 60fps games, and the current generation has more than the last generation. |
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Member
(05-25-2012, 12:52 AM)
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#321
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Member
(05-25-2012, 01:00 AM)
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#322
Last edited by dummydecoy; 05-25-2012 at 01:03 AM.
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Member
(05-25-2012, 01:01 AM)
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#323
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Member
(05-25-2012, 01:06 AM)
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#325
PC gaming. It's the only way! You can get amazing graphics, 1080+p, 60+ frames per second and amazing games.
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Member
(05-25-2012, 01:06 AM)
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#326
And I'll ask you this: Why will devs sacrifice other aspects of visuals in favor of 60fps next gen when they didn't this gen? The trade-off between effects/polygons/lighting etc. (which happen to look great in screen shots and web videos) and frame rate will never be "solved" - at least not until we hit seriously diminishing returns in the former. And that's still a few generations away.
I think the importance of resolution is overstated, partly because it's one of the only objective measures of "teh good grafix" and also because it's been emphasized in marketing. There are so many other aspects of visuals and image quality that are harder to describe but no less important. We'll see improvements in those areas even if we don't see improvements in resolution or framerate.
Last edited by hey_it's_that_dog; 05-25-2012 at 01:11 AM.
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Member
(05-25-2012, 01:10 AM)
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#327
Well, I actually meant around 45 FPS versus 60 FPS. The 30 FPS a video on Youtube's locked at is a different story, but then Youtube videos also usually look worse than playing the game itself, or is on a different display when it comes to console games so that difference alone makes the FPS difference seem minor unless the video was just crap in the first place.
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formerly sane
(05-25-2012, 01:24 AM)
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#328
Last edited by LCGeek; 05-25-2012 at 01:26 AM.
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Member
(05-25-2012, 01:49 AM)
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#329
The frame rate of a game has noting to do with the refresh rate of your TV. Using the 360 as an example, you set the console to output at 1080p/60, and that is what it will always output at. Regardless whether the game runs at 60fps, 30fps, or yo-yos about at variable frame rates, the console will always be sending the TV a new frame every 60th of a second.
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Member
(05-25-2012, 02:32 PM)
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#331
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Member
(05-25-2012, 02:36 PM)
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#332
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Member
(05-25-2012, 02:36 PM)
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#333
so, if you want to project at 60 fps, shoot at 120, and you've got all bases covered. i hope that we aren't just getting twice as many frames with a 48/1 shutter speed in the hobbit though, because a big part of the push for going to higher frame rates is about reducing motion blur for the sake of 3D projection. the blurrier each frame is, the harder it is for your brain to resolved fast motion into a 3D image. lack of motion blur is part of what makes stop motion animation looks so incredible in 3D, and part of why video games really pop in 3D too. i hope they're shooting the hobbit at higher shutter speeds. |
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Member
(05-25-2012, 04:20 PM)
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#334
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Member
(05-25-2012, 04:26 PM)
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#335
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Member
(05-25-2012, 04:41 PM)
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#337
Last edited by JaseC; 05-25-2012 at 04:48 PM.
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Member
(05-25-2012, 04:49 PM)
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#338
These days, the Nintendo Seal of Quality really means nothing, other than the developer having an official license to make games on their console. |
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Member
(05-25-2012, 04:50 PM)
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#339
Its always going to come down to a tradeoff between frame rate and rendering capabilities. There's nothing stopping devs from making more 60fps games now, but they choose to prioritise other areas. Until they have excessive power (decades away) or the hardware is more optimised for higher frame rates (I don't know if that's actually a thing) its always going to a question of how they want to spend their resources. Personally I think they're making the right decision; despite what gaf may think the difference between 30 and 60 is too sublet for the average consumer to give a fuck, at least that's my opinion. I am biased though because I have bad eyesight have never been able to tell the difference :P
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Member
(05-25-2012, 05:46 PM)
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#340
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Member
(05-25-2012, 05:50 PM)
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#341
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