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How Many Frames Per Second Does Real Life Have?
I'll go with 90.
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Saint Pablo Dec 4, 2014 @ 1:07pm 
I say somewhere over 130.
But on a serious note,it runs at 1000 frames per second.
Grimminski Dec 4, 2014 @ 1:08pm 
Are you a robut OP?
Azza ☠ Dec 4, 2014 @ 1:17pm 
The human eye doesn't see in FPS (Frames Per Second). That is entirely a myth.

However, at the same time, a health young standard human eye can perceive and detect drops below 48 FPS and even noticable changes even up to 120 FPS. Why?

Persistence of vision is the phenomenon of the eye by which an afterimage is thought to persist for approximately one twenty-fifth of a second on the retina.

It's the flickering effect which annoys the human eye, as the frame flips to the next. Mostly it's ignored by the human brain, cats and dogs for example would notice it more. Depending on how smooth the edges of the animation is, the human brain will still register the previous few frames with the one it sees, calculating differences and ignoring slight variations. This is why monitors now all come with backlights, it greatly reduces this flickering effect.

You'll find that movies and console games can run lower 24FPS and get away without being noticed, because of the distance and edge blur. However, a PC has much higher quality and is closer range, therefore the brain can pick out the edge change a lot more. It entirely depends on what animation you are viewing and what device your viewing it on. For a standard PC, it's ideal to keep it at least above 48FPS at all times, for younger eyes not to be so distracted by the changes.

FPS changes and varies, so 30 FPS won't be continuous (rather it's a rise and lower (for example: 24 to 48 FPS). It's thoses changes which are even more distracting at lower FPS levels. When getting up to 120FPS+, it becomes much less noticed.

You eye also adjusts and learns to accept what it sees. If you need glasses, but don't wear them for years, the eye will consider what it sees as normal... until you see better with glasses, then when you remove the glasses vision suddenly appears a lot more blurry. The same factor applies to monitors. People running at 60Hz, will be happy, till they see a 120Hz/144Hz monitor to compare it against. The brain will then register the 60Hz as lower quality, than what it first determined it to be at.
Last edited by Azza ☠; Dec 4, 2014 @ 1:20pm
Naedmi Dec 4, 2014 @ 1:52pm 
"The human eye can only see 30 FPS" - Ubisoft
Last edited by Naedmi; Dec 4, 2014 @ 1:55pm
Azza ☠ Dec 4, 2014 @ 1:53pm 
Originally posted by TheDean:
The human eye can only see 30 FPS - Ubisoft

Slaps forehead...
Tux Dec 4, 2014 @ 1:57pm 
Originally posted by Azza ☠:
Originally posted by TheDean:
The human eye can only see 30 FPS - Ubisoft

Slaps forehead...

our games are more cinematic than real life
Fork_Q2 Dec 4, 2014 @ 2:03pm 
We See All The Frame Rates.
Azza ☠ Dec 4, 2014 @ 2:10pm 
Originally posted by Tux:
Originally posted by Azza ☠:

Slaps forehead...

our games are more cinematic than real life

Lets say you have a 1920x1080 resolution monitor. Animate an object to go from the left to right of the screen at the speed of 200,000 pixels per second.

1080 / 200,000 = 5.4 ms
1000 / 5.4 = 186 FPS

You need 186 FPS to consistently see it on your screen.

However, if you had a 60Hz monitor (supporting up to 60 FPS) only, then 66% of the time you won't even notice that object flash by the screen. However, if your monitor could fully support those 186 FPS, then 100% of the time, your human eyes will pick up on that object. Even if you doubled or tripled that speed. Faster the object, the more FPS required, but your eye still detects it as it doesn't care the slightest about FPS, you just require more depending on the animation speed to be fully taken and processed.

Leaving lots of frames out on the other hand, leads to what is known by some as Cinematic FPS. This is where the brain starts to understand there is missing details and actually fills it in with imagination. It's forcing your own brain to make it up or just completely ignore and discard it, which some consider to feel more realistic, as the brain can develop images much better than a screen ever could. This is why people suggest the low ball 24/30 FPS locks. Personally my brain just gets pissed off and annoyed by noticing it too much.

I will however repeat - bottom line is the Human Eye doesn't see in FPS, it just can notice it vary!
Last edited by Azza ☠; Dec 4, 2014 @ 2:14pm
Tux Dec 4, 2014 @ 2:19pm 
Originally posted by Azza ☠:
Originally posted by Tux:

our games are more cinematic than real life

Lets say you have a 1920x1080 resolution monitor. Animate an object to go from the left to right of the screen at the speed of 200,000 pixels per second.

1080 / 200,000 = 5.4 ms
1000 / 5.4 = 186 FPS

You need 186 FPS to consistently see it on your screen.

However, if you had a 60Hz monitor (supporting up to 60 FPS) only, then 66% of the time you won't even notice that object flash by the screen. However, if your monitor could fully support those 186 FPS, then 100% of the time, your human eyes will pick up on that object. Even if you doubled or tripled that speed. Faster the object, the more FPS required, but your eye still detects it as it doesn't care the slightest about FPS, you just require more depending on the animation speed to be fully taken and processed.

Leaving lots of frames out on the other hand, leads to what is known by some as Cinematic FPS. This is where the brain starts to understand there is missing details and actually fills it in with imagination. It's forcing your own brain to make it up or just completely ignore and discard it, which some consider to feel more realistic, as the brain can develop images much better than a screen ever could. This is why people suggest the low ball 24/30 FPS locks. Personally my brain just gets pissed off and annoyed by noticing it too much.

I will however repeat - bottom line is the Human Eye doesn't see in FPS, it just can notice it vary!

sorry to be unclear what I said was a joke on ubislop.

more than 60FPS is a common conversation VR folks have because of how close the eyes are to the screen. 30FPS on anything, even movies, is silly
AZM Dec 4, 2014 @ 2:24pm 
21000 per millisecond.
Azza ☠ Dec 4, 2014 @ 2:31pm 
Originally posted by Tux:
sorry to be unclear what I said was a joke on ubislop.

more than 60FPS is a common conversation VR folks have because of how close the eyes are to the screen. 30FPS on anything, even movies, is silly

No you wheren't unclear about it being a joke, but they did actually claim 30FPS to be more cinematic, I was slapping my forehead about that. Personally I believe it's just more an excuse due to the fact so-called "next gen" consoles CPU/GPUs can't keep up with the demand any higher than that, they just bottleneck and choke, can't even do real 1080p resolutions...
Last edited by Azza ☠; Dec 4, 2014 @ 2:32pm
gleofrocga Dec 4, 2014 @ 2:33pm 
Fighter Pilots have been trained to differentiate from 150-200FPS I believe.
floordoor Dec 4, 2014 @ 2:48pm 
*sigh are you guys serious
technicaly it is whatever you want it to be, it can be anywhere from 1 fps to 198234976778765432456787654323456787654323456789876543212345678987654 fps
Dec 4, 2014 @ 3:05pm 
*facepalm*
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Date Posted: Dec 4, 2014 @ 1:03pm
Posts: 57