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60FPS vs. 30FPS vs. 20FPS difference shown w/ the help of F1 2013(pcgameshardware.de)

haikira

Member
Can you give me an example of how this ability to perceive the differences between framerates raises your enjoyment of games versuses someone who cannot tell the difference? Honest question. Maybe I am missing something.

As I said a few pages back, it's not my perception of the smoother image which raises my enjoyment, but the increased response. When I tried Farcry 3 on the PS3 for instance, which I got with Plus, I almost feel as if I'm playing a tipsy character, as it feels more sluggish than I'm used to and I'll overshoot with my aiming often. I know Far Cry 3 is an extreme example, as the performance is very poor on the consoles, even enough for Giant Bomb to make a big deal of it, which isn't the type of thing they'd make mention of regularly.

But this is still applicable to other games, as out of curiosity, I've flicked back and forward from 30 and 60 on PC games, to test the difference. I'm very prone to the response lag from Vsync too and I'm glad there are easy ways to remedy that these days.

For me personally, with some games, it's comparable to when you're watching a movie and it goes slightly out of sync, which is frustrating.

The typical response for my opinion, is to call me an elitist or say I don't enjoy games for they are, but both couldn't be further from the truth. I'll admit I'm just overly sensitive and being someone who puts gameplay first, I feel having that extra response is vital to certain games. As someone pointed out earlier, it's not just a case of PC elitism, but this how games used to be almost all the time.

I absolutely can still enjoy games which don't meet my ideal level of performance and there are games that would receive very little benefit from being in 60. I'm playing Beyond: Two Souls at the minute and I couldn't imagine gaining a massive amount from it having double.

I'm glad there're people who aren't overly sensitive to the same issues and I swear that's not a backhanded comment. I just hate being labelled an elitist every time I try to objectively discuss the matter.
 

omg_mjd

Member
Every game when started up for the first time should ask, "Can you tell the difference between 30 and 60 fps? Be honest.", and then set the game's visuals accordingly FOREVER (the player has to re-buy the game to change this setting).

(Each player's response is then sent to a server and tallied, with the results posted on GAF.)
 

haikira

Member
Every game when started up for the first time should ask, "Can you tell the difference between 30 and 60 fps? Be honest.", and then set the game's visuals accordingly FOREVER (the player has to re-buy the game to change this setting).

(Each player's response is then sent to a server and tallied, with the results posted on GAF.)

What people think they prefer and what they actually do, don't always go hand in hand though.

http://techreport.com/news/25051/blind-test-suggests-gamers-overwhelmingly-prefer-120hz-refresh-rates

It would be interesting to have an anonymous tally around these parts all the same, though I'd imagine I would definitely end up in the minority.
 

omg_mjd

Member
It would be interesting to have an anonymous tally around these parts all the same, though I'd imagine I would definitely end up in the minority.

I'd end up there too (but would it really be a minority?).

I can definitely see the difference. Doesn't stop me from enjoying 30FPS games but I really appreciate it when a game has a high, stable framerate. It influences my perception of a game's overall quality.
 
You don't see 60fps, but you certainly feel it. Controls, especially the mouse (or thumb sticks), are so much more responsive. When you're at 60 or more fps, there is a good chance you won't see a huge dip when there is a ton of explosions and effects on your screen. In recent console 1st person games I've had a hard time aiming in hectic situations with low fps, BF3 is my probably best example. A big reason why CoD is so popular is because how smooth and good it feels to play at a solid 60fps.

This is bollocks. The difference between 30/60 is night and day; it doesn't need to be "felt" in order to be acknowledged.

I think 60FPS looks better in all cases for video games, but 30 is perfectly acceptable and playable barring frame drops.
 

GorillaJu

Member
Few people would argue that there's no difference. Some would argue that the difference isn't enough to be bothersome. 60fps looks better to me, but I just don't think it's worth the amount of insanity around this conversation.
 

Jtrizzy

Member
I'm not elitist, but I'm one of the ones who can't even play through GTA V or TLOU because of frame rate. In 3 years with a high end pc the only game I've ever capped at 30 was Crysis 3 with everything maxed. And even then I preferred 900p with a 50-60 variable rate by a long shot. It's amazing what you lose in responsiveness, and it's so much easier on the eyes. Honestly, if BF4 on PS4 isn't at least 900p60, I'll just skip it.

I also disagree about slower 3rd person games being ok at 30. Maybe if they actually stayed at 30 with the exception of multiple explosions, but they don't. Console games fluctuate between 24 and 30, and that shouldn't be acceptable imo.
 
I'm not elitist, but I'm one of the ones who can't even play through GTA V or TLOU because of frame rate. In 3 years with a high end pc the only game I've ever capped at 30 was Crysis 3 with everything maxed. And even then I preferred 900p with a 50-60 variable rate by a long shot. It's amazing what you lose in responsiveness, and it's so much easier on the eyes. Honestly, if BF4 on PS4 isn't at least 900p60, I'll just skip it.

I also disagree about slower 3rd person games being ok at 30. Maybe if they actually stayed at 30 with the exception of multiple explosions, but they don't. Console games fluctuate between 24 and 30, and that shouldn't be acceptable imo.

Only game I've played on PC with a locked 30fps was dark souls cause the game is designed around 30fps and in fact could not be played above 30fps without making the game just play faster.

But dark souls 2... 60fps for PC :)
 

moniker

Member
You can get a perfect video encode, but what your video encodes gets distorted. The source is 60FPS, thats what the original video is at. What they pretty obviously did is take that same video, process it in some manner that I can't quite pinpoint that drops every other frame from the video and publish it. You effectively lose every other frame of data. Keep in mind that the video spans the same amount of time.

So instead of playing the frames
1
2
3
4
5

It plays
1
3
5
7
9

I'm not sure I get what you're saying - that's pretty much exactly what happens with 30 fps (compared to 60 fps). Your example should be like this:

Code:
1 2 3 4 5 6 7 8 9   (60 fps)
1   3   5   7   9   (30 fps)

Dropping every other frame from a 60 fps video of recorded vsynced gameplay would give you the exact same results as 30 fps vsynced gameplay (provided there are no dropped frames in 60 fps video).
 
So wrong. Durante's DSFix doesn't speed up the game.

Yeah the animations just look so fluid as well. DS fix is also really good for illustrative purposes because you can bind a hotkey to toggle 30 and 60. I've showed a few friends the difference in looks/feel that way and they all noticed it immediately.
 
I'm not sure I get what you're saying - that's pretty much exactly what happens with 30 fps (compared to 60 fps). Your example should be like this:

Code:
1 2 3 4 5 6 7 8 9   (60 fps)
1   3   5   7   9   (30 fps)

Dropping every other frame from a 60 fps video of recorded vsynced gameplay would give you the exact same results as 30 fps vsynced gameplay (provided there are no dropped frames in 60 fps video).

No, it doesn't. Again, it drops whole frames of data, which means it skips from frame to frame creating extra choppiness. A game would render frames 1 2 3 4 5
 

elektrixx

Banned
I prefer 30FPS locked because I really dislike 60FPS when it dips below it.

Doesn't make sense when I think about it, but for me I prefer a consistent rate over an unreliable 60.
 

Dr Dogg

Member
Please tell me that people aren't making a comparison based off watching this directly from there player on their page? That looks like flowplayer which I believe is still capped at 24fps due to Adobe's archaic standards. If you want to see what it actually looks like there is a 60fps h264 mp4 file you can grab within the page source. Put that in to something like VLC or MPC HC.
 
I prefer 30FPS locked because I really dislike 60FPS when it dips below it.

Doesn't make sense when I think about it, but for me I prefer a consistent rate over an unreliable 60.

Depends on they type of game but I can see what you mean, for some games dipping to 40-50 can be really distracting, since its a change you'll notice it more.
 

moniker

Member
It makes perfect sense, I could say the sme for you.

Ok, I'll try to make it even more clear.

Your TV displays 60 fps regardless of the framerate in the game.

To expand on the example above. These 9 frames would be 150 ms in-game (9/60). If the game is running at 30 fps vsynced, every frame would have to be doubled to match the refresh rate of the TV:

Code:
1 2 3 4 5 6 7 8 9 ...  (60 fps)
1 1 3 3 5 5 7 7 9 ...  (30 fps)

Taking a 60 fps video and dropping every other frame creates the same result (with each frame repeating once of course, otherwise the video would be sped up with a factor of 2).
 
image.php

ouch haha

It really shows up at about 55 seconds or so, those grandstands just chug on by.
 
Ok, I'll try to make it even more clear.

Your TV displays 60 fps regardless of the framerate in the game.

To expand on the example above. These 9 frames would be 150 ms in-game (9/60). If the game is running at 30 fps vsynced, every frame would have to be doubled to match the refresh rate of the TV:

Code:
1 2 3 4 5 6 7 8 9 ...  (60 fps)
1 1 3 3 5 5 7 7 9 ...  (30 fps)

Taking a 60 fps video and dropping every other frame creates the same result (with each frame repeating once of course, otherwise the video would be sped up with a factor of 2).

We're talking about two entirely different things . You're taking about the video, I'm talking about the source. Your post lays it out clearly, a native renderer doesn't repeat frames. It's a flawed comparison.
 

moniker

Member
We're talking about two entirely different things . You're taking about the video, I'm talking about the source. Your post lays it out clearly, a native renderer doesn't repeat frames. It's a flawed comparison.

It really isn't. A native renderer locked at 30 fps vsynced, shown on a 60 fps display, does repeat frames - as in, it will show the same frame buffer for two consecutive frames on the display.
 

rjc571

Banned
Contrary to popular belief, standards change over time.

Are you playing all your games at 480p because it used to be acceptable?

It's not really about standards, it's about getting the best possible gameplay experience. Games in 480p or lower are fine because the low resolution doesn't affect the gameplay in any way. When I'm playing a PC game I'll lower the resolution as much as I need to in order to get 60 fps.
 
I prefer 60 FPS, but 30 FPS is acceptable. It bugs me when the game tries to juggle between the two, e.g. RPGs where you have 60 FPS towns, 30 FPS World Map and 30 FPS battles or any other variation. It's just disorienting to me.
 
I could barely see the difference between 60 and 30, I definitely noticed 20 though.

Maybe when I get my new rig finally I will start to give a shit about this sort of thing.
 

mocoworm

Member
You know, I never really notice FPS on my consoles. I just play and accept what happens. I don't game on PC.

Seeing this side by side though I can see a massive difference. Even between 30 and 60. I am now sold!

60fps every time !
 
It really isn't. A native renderer locked at 30 fps vsynced, shown on a 60 fps display, does repeat frames - as in, it will show the same frame buffer for two consecutive frames on the display.

We're talking about raw framebuffer grabs here, a renderer doens't render a frame twice. That applies no matter what it gets displayed at.
 

Tenck

Member
It's not really about standards, it's about getting the best possible gameplay experience. Games in 480p or lower are fine because the low resolution doesn't affect the gameplay in any way. When I'm playing a PC game I'll lower the resolution as much as I need to in order to get 60 fps.

It's a standard for me. If a game wont run at 60fps, I will not play it. That to me is the best possible way for me to enjoy a game. You say you're willing to lower the resolution to achieve desired frames. I'm willing to ignore a game that wont let me get 60fps. It's a standard to me, and has been since the day I've been playing on PC.
 

moniker

Member
We're talking about raw framebuffer grabs here, a renderer doens't render a frame twice. That applies no matter what it gets displayed at.

No, of course a renderer doesn't render a frame twice, I never said it did. You said the video was shit because they took a 60 fps video and cut the frame rate in half to get 30 fps, and that dropping frames resulted in extra choppiness (but you never explained why).


I'll give one final example of why they're the same.

Code:
Buffer swaps at 60 fps
        |
_________________
| | | | | | | | |
* * * * * * * * *
1 2 3 4 5 6 7 8 9 ...  (60 fps vsynced)

1 1 3 3 5 5 7 7 9 ...  (30 fps vsynced)
*   *   *   *   *
|___|___|___|___|
        |
Buffer swaps at 30 fps


Take a video recording of the above 60 fps, cut the frame rate in half, then double the frames and you get the exact same frame sequence as the 30 fps output.

Devs can add motion blur to make 30 fps games look less choppy and if the engine applies different amounts of motion blur depending on framerate then a comparison like this would be invalid of course (I have no idea any engine do this on PC).
 
No, of course a renderer doesn't render a frame twice, I never said it did. You said the video was shit because they took a 60 fps video and cut the frame rate in half to get 30 fps, and that dropping frames resulted in extra choppiness (but you never explained why).


I'll give one final example of why they're the same.

Code:
Buffer swaps at 60 fps
        |
_________________
| | | | | | | | |
* * * * * * * * *
1 2 3 4 5 6 7 8 9 ...  (60 fps vsynced)

1 1 3 3 5 5 7 7 9 ...  (30 fps vsynced)
*   *   *   *   *
|___|___|___|___|
        |
Buffer swaps at 30 fps


Take a video recording of the above 60 fps, cut the frame rate in half, then double the frames and you get the exact same frame sequence as the 30 fps output.

Devs can add motion blur to make 30 fps games look less choppy and if the engine applies different amounts of motion blur depending on framerate then a comparison like this would be invalid of course (I have no idea any engine do this on PC).

Its obvious, no? Its not the sequential frames. It jumps to every other frame, you're missing half the data. 30FPS is half the data inherently yes, but its still rendered sequentially. Have you still not looked at the videos? In the OP video, when it goes from 60 to 30, the game(video) starts to move in slowmotion almost and chops from frame to frame. In my youtube video(native 30) its the same speed roughly, but markedly less smooth.
 
30fps for racing games is serviceable yeah but it definitely isn't ideal.

When it comes to racing games and you have a choice between 30fps and supped graphics or 60fps and plainer, I think there's a bigger benefit in hitting 60.
Oh, definitely, when it comes to racing/action games 60 FPS is a better choice. Slower games can be played perfectly fine at 30 FPS, and in many cases the trade-off could give you better results, even though 60 FPS would still be ideal if we had unlimited performance.

Still, I would take a steady 30 FPS over unstable 60 FPS any day of the week. Drifting around some corner in Sega Rally 2 while the framerate jumps all over the place was annoying.
 
20fps looks bad enough to ruin a game.

Absolutely. For anyone who'd like to see actual games that are nearly ruined by this, play Ocarina of Time or Majora's Mask on your old N64s. And the games' engine (which was derived from Super Mario 64, which in turn ran at 30 FPS) cannot even hold that. Those games were infamous for their lagginess and massive frame drops. As a kid I didn't know any better and consequently didn't mind, but nowadays it is unacceptable. Sadly, even playing on emulators doesn't completely remedy that, because the games--like many old console games--tie their FPS to an internal timer, and if you change counterfactors or VI rates, quite a few quests will break.

60 FPS would be great. Yes, we have sophisticated motion blur technology these days, which will emulate the cinematic effect of 24/30 FPS we were all indoctrinated into since childhood. But, having played games all my life, I have come to find that I actually don't like the juddery panning and detailless motion of traditional films anymore. And holy hell, don't even get talking about the cheap animation shortcuts of TV anime.

60 FPS remains much more crucial to games, though. Having only 16.67 ms to render a VSYNCed frame to the screen simply feels a lot more responsive (and is tearing-free!), as what you're doing on your input device compared to what you're seeing on the screen will become more aligned. If you want to read about at what kind of speed humans are able to detect changes and respond to them, this paper here has got you covered. Reviewing the literature, it also says that the target control latency for your typical console is already at 3-4 frames in a 60 FPS/60 Hz setup. At 30 FPS, that would translate to 7-8 frames of accuracy lost. Humans typically start to complain at about 100-150 ms control-to-output delay, and most games "range from 66.7-150 ms". Therefore, I can understand how some gamers can be peeved about this issue while others don't seem to care. There does appear to be some personal variance. To counteract this, I would really, really like for developers to just push for a 60 FPS experience in games in general.

Truthfully, though, I would like consistency even more. If a game is a consistent 30 FPS from start to finish, players will most likely be response-primed to that amount of delay (and, due to the cinematic effect, maybe even think it's cool), whereas everything else will be perceived as either lagginess or jankiness. In short, if you're going to do one or the other, be sure to do it right.

On the other hand, especially in terms of PC releases, don't be so goddamn lazy and design everything with an FPS-tied global timer in mind. I'm of course talking about FROM Software here, because even Dark Souls' animations, e.g., are like this. Granted, they didn't know they'd have to port it over when they made the game, but such a design is still unnecessary these days. It's nothing more than an old crutch. I also hope to God that there won't be another Blighttown in Dark Souls II. Fingers crossed.
 
Its obvious, no? Its not the sequential frames. It jumps to every other frame, you're missing half the data. 30FPS is half the data inherently yes, but its still rendered sequentially. Have you still not looked at the videos? In the OP video, when it goes from 60 to 30, the game(video) starts to move in slowmotion almost and chops from frame to frame. In my youtube video(native 30) its the same speed roughly, but markedly less smooth.

well that's the whole point...

they removed frames instead of playing back at 1/2 speed to show the diffrence in smoothness between 60 and 30
 

Mononoke

Banned
Well I certainly wouldn't want to insult anyone. If you don't see it you don't see it. But I far from have the best vision, and the difference is remarkably obvious to me.
 

nded

Member
Please tell me that people aren't making a comparison based off watching this directly from there player on their page? That looks like flowplayer which I believe is still capped at 24fps due to Adobe's archaic standards. If you want to see what it actually looks like there is a 60fps h264 mp4 file you can grab within the page source. Put that in to something like VLC or MPC HC.

Played at 60fps for me. It is worth noting, though, that not everyone has a computer that could handle a 60fps HD stream, sometimes not even 30fps. I've seen people watching netflix streams on crappy laptops at horribly choppy frame rates.
 
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