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Re: 30/60 fps? why?
[Re: bart_the_13th]
#366567
04/05/11 08:44
04/05/11 08:44
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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To be quite fair, this is something you should've opted at the START of your project. Trying to iron everything out for 60 fps, while it wont ever run that, or the other way around is just incredibly time consuming, time better spend on gameplay I'm writing this not to kick your shins, but so anyone reading through this will take it into account straight away, saving them from unneeded work.
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Re: 30/60 fps? why?
[Re: darkinferno]
#366740
04/06/11 20:54
04/06/11 20:54
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Joined: Dec 2002
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why do games lock at 60 or 30 fps, why not inbetwen? 40fps? 50fps? is there something am overlooking? I think the only reason for frame rates of 30 or 60 fps is the american analog television system NTSC (approximately 29.97 FPS). Perhaps most game developers thought that if 30 FPS is fast enough for television, it also must be fast enough for video games. Later when the graphic cards became faster they doubled the frame rate to 60 FPS.
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Re: 30/60 fps? why?
[Re: JibbSmart]
#366743
04/06/11 21:19
04/06/11 21:19
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why do you want to do less than 60? Do you not use time_step to make your game fairly framerate-independent? Because your graphics card will live longer and consumes less energy when you lock your framerate. Why do you want to torture your graphics card with for example 120 FPS, even though 40 FPS is fast enough for your game?!  The framerate you use for your game depends on the type of your game. Only if you use very fast movements in your game (for example in racing games) you should use high frame rates.
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Re: 30/60 fps? why?
[Re: Harry Potter]
#366759
04/06/11 22:38
04/06/11 22:38
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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i dont think he was saying it needed to run above 60, he was saying why have it less, based on the amounts of detail you want in your game, sometimes achieving a stable 60 fps will be problematic, normally 60fps games boast some pretty crude effects, or maybe thats just my opinion?
but has said, if i lock it to 40, the fps would definately drop to 30 on most monitors? i think 30fps is too slow, i'll do what i can to keep a stable 60 without ruining detail ..
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Re: 30/60 fps? why?
[Re: Harry Potter]
#366849
04/07/11 17:13
04/07/11 17:13
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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why do games lock at 60 or 30 fps, why not inbetwen? 40fps? 50fps? is there something am overlooking? I think the only reason for frame rates of 30 or 60 fps is the american analog television system NTSC (approximately 29.97 FPS). Perhaps most game developers thought that if 30 FPS is fast enough for television, it also must be fast enough for video games. Later when the graphic cards became faster they doubled the frame rate to 60 FPS. No, my first reply has the answer, and Bart elaborated with screen-tearing. why do you want to do less than 60? Do you not use time_step to make your game fairly framerate-independent? Because your graphics card will live longer and consumes less energy when you lock your framerate. Why do you want to torture your graphics card with for example 120 FPS, even though 40 FPS is fast enough for your game?!  The framerate you use for your game depends on the type of your game. Only if you use very fast movements in your game (for example in racing games) you should use high frame rates. If you aim for less than 60 fps you'll get 30 fps or lower in fullscreen. The fact that 60 fps is a problem implies that the game isn't framerate independent, which I was just confirming with him. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: 30/60 fps? why?
[Re: JibbSmart]
#366922
04/07/11 22:47
04/07/11 22:47
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Joined: Dec 2002
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In fullscreen mode, the frame rate is kept in sync with your monitor's refresh rate. This is usually 60. If it can't manage 60, it jumps to an integer division of the refresh rate (60/2 = 30, 60/3 = 20, and so on). No. Only the MAXIMUM framerate cannot be higher than the monitor's refresh rate. But you can lock the framerate of your game at any fps value between 1 and 60! In my game I have locked the framerate at 50 fps (fps_min = 49; fps_max = 50;). So I always have a framerate of 50 fps in fullscreen mode.  When I lock the framerate at 70 fps, and my monitor can only manage 60 fps, then the framerate of my game is reduzed to 60 fps.
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Re: 30/60 fps? why?
[Re: Widi]
#366928
04/08/11 00:38
04/08/11 00:38
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And if the monitor can manage 60 fps, it is not possible to becomes 50 fps in FULLSCREEN. Only in window mode are all fps possible without lock. Sorry, I don't understand. You say that 50 fps in fullscreen mode is not possible!? But when you look at my screenshot above, you can see that FRAPS shows a constant framerate of 50 fps in FULLSCREEN MODE!!!
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Re: 30/60 fps? why?
[Re: Harry Potter]
#366929
04/08/11 00:49
04/08/11 00:49
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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That's a pretty low screen resolution! It'd documented in the manual if you search for "framerate": In fullscreen mode, DirectX keeps the frame rate always in sync with the monitor frequency between 60 and 80 Hz in order to avoid tearing artifacts. The screen refresh is artificially delayed for matching the time when the monitor has finished its video cycle. This delay is visible in the 'screen refresh' time in the [F11] panel. Thus you'll never get a higher frame rate than your monitor can display. Your frame rate will be an integer division of the monitor frequency (such as 60, 30, 20, or 15 Hz when the monitor frequency is 60 Hz). When the frame rate is close to the monitor frequency, a small change of the rendering time will cause the frame rate to suddenly jump from 60 to 30 fps or vice versa.
Here's the deal: A lot of games let you use an option called "vsync" -- or "vertical sync", where the next frame doesn't begin to be drawn until the last frame has finished being drawn. When this is not enabled, you often get something called "screen tearing", where part-way through drawing a frame to the screen the next frame is calculated and begins drawing. Mirror's Edge had very obvious screen tearing, probably due to the graphical style. In A7/A8 this isn't an option: v-sync is always enabled in full-screen mode. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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