"Ambient occlusion" effect useful?

Except in multiplayer where low FPS gives you other disadvantages than visible lag.

Ya it’s not that bad since i have two gtx 280’s

That’s a very ambiguous statement. That number might be accurate in that you can consciously recognize the difference when comparing a monitor under 20fps to a monitor running above 30fps, but not in 50 vs 100 fps.

However, when you’re looking at a single monitor and the framerate is going back and forth between 100 and 70, I do believe it is entirely possible to subconsciously notice the changes in framerate, since this plays a large role in the calculations that take place with the timing for aiming while moving.

I could be wrong, but that’s what it feels like from my personal experience, and from listening to a few other people. I suppose it could just be psychosomatic though.

The answer to the question of how many frames per second the human eye can process is not a straightforward one. There are plenty of criterias that need to be taken into account when trying to find an answer.

This site might be a good starting point: How many frames per second can the human eye see?

It raises some other questions and reaffirmes the sheer complexity of our sensorial aptitude to see. :slight_smile:

human eyes don’t even see in terms of ‘fps’ anyway

I see in terms of ones and zeroes.

Twos don’t even exists anyway.

Now I am obviously doing something wrong as I see no AO option in my nVidia control panel and I have the 191 release drivers. Someone tip me if that option is only supported by certain chipsets, I got my 8500 replaced a week ago since it died and I need more reasons to rage at the fact I’m still using an 8 series GeForce GPU.

In the Nvidia Control Panel:

Make sure your ‘Adjust Image Settings with Preview’ is set to ‘Use advanced 3d image settings’

Go down to ‘manage 3D settings’ in the left-hand navigation pane and the very first 3D image setting option should be ambient occlusion.

Yes they do, that’s exactly why a car wheel can appear to be spinning backwards or even not moving at all at a certain speed.

You know what a car is right? :3

Uhhh, no they don’t.
:facepalm:

That’s caused by your brain being unable to process fast moving objects well enough.

The other issue with ~25FPS being sufficient is motion blur. If you have proper [expensive] motion blur, low framerates are easier to manage, but if you don’t, you need much higher framerates to compensate. (On the order of 4 times more usually.)

The snag with cinema however is that most of the time, each frame of the 24fps movie is projected twice, ruining the fluidity of the motion blur, making tracking moving objects hard again. Once they stop upping the resolution and start upping the framerate of movies and TV, things will look so much smoother…

Eyeballs don’t particularly see in FRAMES though, I’m almost positive that’s a technical term.

they see differently depending on what is in the center and whats around it, and whats dark or bright is also different “FPS” for your eyes.

When your brain sees motion blur it tends to compensate using “software” so it looks smooth.

I didn’t mean to sound like that’s what I meant, but rather that when you are looking at something being rendered in frames…

Unfortunatly you’re wrong. 24fps is an amount of frames per second
that a human eye defines as “fluid motion”. Films run at 24fps because there is no interaction between the viewer and the image that is being projected so there is no need for more. An interlaced image was invented for kinescope type TV’s because no one could figure out how to print a whole image at once and it was just too much information to transmit (now it’s called progressive scan and all of the LCD’s support them as well as interlaced although it might apear “jaggy”). So interlaced means that you see 50 half-frames (as your power supply gives you 50Hz) in one second which adds up to ~24 full frames. It’s just a method for “compressing” the data transmitted into your home. Games on the other hand are all about interaction. When you need to do something your brain expects it to be instand (moving, rotating etc) and in this case 24 p/interlaced isn’t enough. The image still apeares fluid but the real deal begins with ~40-50fps. I always remember playing NFS:U when the image was ok but the car didn’t seem to react fast enough compared to my brain/fingers/keyboard. When I lowered the graphics everything was “magically” working fine, no crashing on walls etc :stuck_out_tongue: .

Damn, this must be really tough to absorb, sorry for that, I’m not English and I’m in a bit of a hurry… :wink:

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.