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by Retric 649 days ago
IMO low latency, rock solid, 30FPS is fine but hard to pull from on a 3D engine. The issue is average FPS means almost nothing when lag happens right after dramatic inputs like rapidly turning around. Worse there’s significant latency on everything from wireless controllers to the screen.

I just wish the industry standardized on reporting and low 0.1% FPS and latency, it would have done wonders for the entire gaming industry.

1 comments

Please no. 30fps will actually give me eye strain after awhile. 60 FPS at least, please.

And no, 24fps film is not comparable to 30fps, because the film captures a smear of time, whereas computers/consoles do not.

Some rendering engines do smear time in various ways like Motion Blur. Ray tracing can pull it off more cheaply than rasterization but you still need to compute geometry multiple times in as single frame.
If you have time to compute geometry multiple times in one frame, don't you have room to just increase fps?
Depends on the specifics, but you can burn basically unlimited processing power shooting more rays and there’s just diminishing returns. We’re not there for games today but yesterday’s render farm is tomorrow’s GPU.

As to why it’s used, higher FPS creates artifacts on things like spinning tires. Persistence of vision means flashing something for 1/240th of a second can be surprisingly obvious. We perceive fast objects as actual blurs not just sequences of still images.