pauldiazberrio 2021 年 6 月 20 日 上午 9:43
Frames per second
I'd like a little guidance on how to lock my frame rate. I understand the basic 30 and 60 FPS, but I've learned that 36 and 45 are multiples that can be used if desired. According to one author, 36 is a 50% increase of the cinematic 24 and that 45 is 50% of 30, which in turn is a 25% increase from the cinematic 24.

Resident Evil Village, for example, runs at 45fps on PS4, a figure the developers thought would be best for that particular console. More advanced ones run it at 60fps. Doom Classic used to run at 35fps.


I understand the equations, but not how why are used and how they factor into gameplay. Please, can you explain them to me?
< >
正在显示第 31 - 45 条,共 114 条留言
crunchyfrog 2022 年 2 月 2 日 下午 10:45 
引用自 pauldiazberrio
Well, I've done a lot of experiments and I have decided that 62-125 is best for my games, depending on their resolutions and taking into account my hardware specs. I've been at it for several weeks and now I am wrapping up. It's been a tough, but rewarding journey.

One last thing I would like to know is how to choose frame approximation or frame rounding in milliseconds. In the number 62, the millisecond counter is 16.1 and 16.0 at 62.5. The same happens st 90 and 91, 100 and 101, too. All these numbers are processed at either one number under the next number, or one number after, in the milisecond counter, or in the case of 100 FPS, 10.0.

Which of these two milisecond counter models offer better performance in modern games?
Doesn;t matter.

All you need worry about is how it looks.

If it looks ok that's all that matters.
pauldiazberrio 2022 年 2 月 3 日 上午 3:01 
Taking into account the new monitors, I would say my best bet, speaking for myself is to stick to round numbers because my hardware can handle them. I suppose in the past, frame rounding was more difficult because game engines hadn't evolved enough to fully process the images at a higher rate than 60fps as they are now. Thank you for all your feedback. I am now happy to say I consider the matter closed.
crunchyfrog 2022 年 2 月 4 日 上午 7:16 
引用自 pauldiazberrio
Taking into account the new monitors, I would say my best bet, speaking for myself is to stick to round numbers because my hardware can handle them. I suppose in the past, frame rounding was more difficult because game engines hadn't evolved enough to fully process the images at a higher rate than 60fps as they are now. Thank you for all your feedback. I am now happy to say I consider the matter closed.
As long as you remember basic round numbers aer keeping it simple but they will always be only ballpark figures as you can never get perfect round numbers. System resources, interprrupts, and so on will ALWAYS affect this.

This is why I said not to worry about it much at all. Because what you THINK you're getting is only rough.
pauldiazberrio 2022 年 2 月 10 日 下午 4:45 
引用自 crunchyfrog
引用自 pauldiazberrio
Taking into account the new monitors, I would say my best bet, speaking for myself is to stick to round numbers because my hardware can handle them. I suppose in the past, frame rounding was more difficult because game engines hadn't evolved enough to fully process the images at a higher rate than 60fps as they are now. Thank you for all your feedback. I am now happy to say I consider the matter closed.
As long as you remember basic round numbers aer keeping it simple but they will always be only ballpark figures as you can never get perfect round numbers. System resources, interprrupts, and so on will ALWAYS affect this.

This is why I said not to worry about it much at all. Because what you THINK you're getting is only rough.

I see where you're coming from. Valve must have come to the same conclusion as you back in 1998 with the retail version of Half-Life. They capped the game at 72fps for a 13.8 ms rate because CPU and GPU processing issues would have made 14 an impossible number to keep at a stable rate. They hit the mark again with the Steam version with 101 at 9.9ms. Given how large image data can make the frame rate fluctuate, I think Valve offered the best solution.

Oh, by the way, thank you to whoever gave me a premium. It's much appreciated. I am very glad to know all the ones I've given myself have inspired you to repay me in kind.:steamthumbsup:
最后由 pauldiazberrio 编辑于; 2022 年 2 月 10 日 下午 4:47
crunchyfrog 2022 年 2 月 10 日 下午 4:49 
引用自 pauldiazberrio
引用自 crunchyfrog
As long as you remember basic round numbers aer keeping it simple but they will always be only ballpark figures as you can never get perfect round numbers. System resources, interprrupts, and so on will ALWAYS affect this.

This is why I said not to worry about it much at all. Because what you THINK you're getting is only rough.

I see where you're coming from. Valve must have come to the same conclusion as you back in 1998 with the retail version of Half-Life. They capped the game at 72fps for a 13.8 ms rate because CPU and GPU processing issues would have made 14 an impossible number to keep at s stable rate. They hit the mark again with the Steam version with 101 at 9.9ms. Given how large image data can make the frame rate fluctuate, I think Valve offered the best solution.

Oh, by the way, thank you to whoever gave me a premium. It's much appreciated. I am very glad to know all the ones I've given myself have inspired you to repay me in kind.:steamthumbsup:
Just a final note.

The thing to remember is those figures you are quoting aren't accurate anyway because they can never be.

You THINK you're getting into fractions of a frame per second, but due to the loss in Cpu cyckles and so on, this is why you can never rely on it.

It's another one of the reasons you just shouldn't sweell on the numbers because they confuse the issue.

Let me try to give you analogy from audio engineering.

When you assess audio you do get people who do similarly to you - dwell in fine detail on the numbers, specs and so on. But you should not do this, because numbers LIE.

Always use your ears.

And you should do the same here - almost completely ignore the numbers, not just take little note of them and just look at what LOOKS good. Nothing else matters.
Muppet among Puppets 2022 年 2 月 14 日 下午 3:19 
I had a ninja game.
I was supposed to click when i see something.
I never made it faster than 180ms.

Even though i was prepared.

The game ran with whatever fps. I was a ninja.
End of story.
rawWwRrr 2022 年 2 月 14 日 下午 3:21 
I had a ninja game.
I was supposed to click when i see something.
I never made it faster than 180ms.

Even though i was prepared.

The game ran with whatever fps. I was a ninja.
End of story.
I thought you were a Muppet.
Muppet among Puppets 2022 年 2 月 14 日 下午 3:23 
引用自 rawWwRrr
I had a ninja game.
I was supposed to click when i see something.
I never made it faster than 180ms.

Even though i was prepared.

The game ran with whatever fps. I was a ninja.
End of story.
I thought you were a Muppet.
The old guy in the game didnt know.
crunchyfrog 2022 年 2 月 14 日 下午 4:59 
引用自 rawWwRrr
I thought you were a Muppet.
The old guy in the game didnt know.
In that case, sutiable Ninja skills. Well done.

Anyone who can being surreptitious and disguise like that is up tot he task.

I mean, I tend to give the impression I'm a frog here, but very few know I'm a lesbian. Even myself.


Anywho, Yup, numbers are dead easy to get sidetracked and hung up on but you view with your eyes, not maths ;)
最后由 crunchyfrog 编辑于; 2022 年 2 月 14 日 下午 5:01
Jamebonds1 2022 年 2 月 14 日 下午 5:03 
PS4 does have limited to 30 FPS for some games, but PS5 can increased to 60 FPS for some ps4 games with update.
crunchyfrog 2022 年 2 月 14 日 下午 5:08 
ALL consoles have varying rates for games and always have. That's a silly assertion.

Games on the N64, which has notoriously poor framerate, especailly if you use the extra RAM pack, has games that are 60fps. Not many but it ain't a console relevant thing. It's a GAME thing.

It all depends on how you code the game. If you are able to do you vision with limited polygons and other assets, good culling and so on, you can run high frame rate on ANYTHING.

So no, not a console related thing at all. Sure better hardware means you can generally get better result with all else being equa but that's moot to the OP here anyway.

They're asking about what is the best FPS for setting up on PC games in this scenario.
Jamebonds1 2022 年 2 月 14 日 下午 5:13 
引用自 pauldiazberrio
Resident Evil Village, for example, runs at 45fps on PS4, a figure the developers thought would be best for that particular console. More advanced ones run it at 60fps. Doom Classic used to run at 35fps.
In case if you missed this part.
crunchyfrog 2022 年 2 月 14 日 下午 5:22 
引用自 Jamebonds1
引用自 pauldiazberrio
Resident Evil Village, for example, runs at 45fps on PS4, a figure the developers thought would be best for that particular console. More advanced ones run it at 60fps. Doom Classic used to run at 35fps.
In case if you missed this part.
"for example".

In case you missed that part.

However still a moot point as it's nothing to do with hardware as it's purely how you write your software.
最后由 crunchyfrog 编辑于; 2022 年 2 月 14 日 下午 5:24
Jamebonds1 2022 年 2 月 14 日 下午 5:25 
引用自 crunchyfrog
引用自 Jamebonds1
In case if you missed this part.
"for example".

In case you missed that part.
I don't care about grammar. My phone have been doing this for a while.
crunchyfrog 2022 年 2 月 14 日 下午 5:26 
引用自 Jamebonds1
引用自 crunchyfrog
"for example".

In case you missed that part.
I don't care about grammar. My phone have been doing this for a while.
And?
Still the point stndds. It was an example and it's moot anyway as it's a thing with software, not harrdware.
< >
正在显示第 31 - 45 条,共 114 条留言
每页显示数: 1530 50

发帖日期: 2021 年 6 月 20 日 上午 9:43
回复数: 114