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	<title>Comments on: &#8220;Frames per second&#8221; is not relevant</title>
	<atom:link href="http://www.rachelslabnotes.com/2009/10/frames-per-second-is-not-relevant/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rachelslabnotes.com/2009/10/frames-per-second-is-not-relevant/</link>
	<description>Game Development as seen through the Blum Filter</description>
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		<title>By: Bruce</title>
		<link>http://www.rachelslabnotes.com/2009/10/frames-per-second-is-not-relevant/comment-page-1/#comment-231</link>
		<dc:creator>Bruce</dc:creator>
		<pubDate>Wed, 19 May 2010 17:22:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rachelslabnotes.com/?p=39#comment-231</guid>
		<description>&lt;p&gt;Agreed. I am glad I am not the only one thinking this. Sure 30 fps may chop a little with a very fast turn, but I cant see how anyone would notice anything more than 50 fps.&lt;/p&gt;

&lt;p&gt;Really, people should now be concentrating on the quality of the content, not the frame rate.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>Agreed. I am glad I am not the only one thinking this. Sure 30 fps may chop a little with a very fast turn, but I cant see how anyone would notice anything more than 50 fps.</p>

<p>Really, people should now be concentrating on the quality of the content, not the frame rate.</p>]]></content:encoded>
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		<title>By: Archiform 3D</title>
		<link>http://www.rachelslabnotes.com/2009/10/frames-per-second-is-not-relevant/comment-page-1/#comment-49</link>
		<dc:creator>Archiform 3D</dc:creator>
		<pubDate>Sat, 31 Oct 2009 14:41:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.rachelslabnotes.com/?p=39#comment-49</guid>
		<description>&lt;p&gt;Agreed. I am glad I am not the only one thinking this. Sure 30 fps may chop a little with a very fast turn, but I cant see how anyone would notice anything more than 50 fps.&lt;/p&gt;

&lt;p&gt;Really, people should now be concentrating on the quality of the content, not the frame rate.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>Agreed. I am glad I am not the only one thinking this. Sure 30 fps may chop a little with a very fast turn, but I cant see how anyone would notice anything more than 50 fps.</p>

<p>Really, people should now be concentrating on the quality of the content, not the frame rate.</p>]]></content:encoded>
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		<title>By: groby</title>
		<link>http://www.rachelslabnotes.com/2009/10/frames-per-second-is-not-relevant/comment-page-1/#comment-47</link>
		<dc:creator>groby</dc:creator>
		<pubDate>Fri, 30 Oct 2009 19:19:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.rachelslabnotes.com/?p=39#comment-47</guid>
		<description>&lt;p&gt;@Blacktiger: Actually, movies run at 72fps - they just run the same frame 3 times. And due to some weird physiological stuff, your eye likes that better than 24 fps.&lt;/p&gt;

&lt;p&gt;Fast camera pans shouldn&#039;t cause tearing in movies, but motion blur. I&#039;d be interested to see a movie that tears instead. (Digital FX, maybe?)&lt;/p&gt;

&lt;p&gt;And in that same vein, if games actually &lt;em&gt;did&lt;/em&gt; proper motion blur, they might very well get away with 30fps rendering. (You can still draw at 60 fps if you keep that independent from the 3D rendering)&lt;/p&gt;
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		<content:encoded><![CDATA[<p>@Blacktiger: Actually, movies run at 72fps &#8211; they just run the same frame 3 times. And due to some weird physiological stuff, your eye likes that better than 24 fps.</p>

<p>Fast camera pans shouldn&#8217;t cause tearing in movies, but motion blur. I&#8217;d be interested to see a movie that tears instead. (Digital FX, maybe?)</p>

<p>And in that same vein, if games actually <em>did</em> proper motion blur, they might very well get away with 30fps rendering. (You can still draw at 60 fps if you keep that independent from the 3D rendering)</p>]]></content:encoded>
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		<title>By: Blacktiger</title>
		<link>http://www.rachelslabnotes.com/2009/10/frames-per-second-is-not-relevant/comment-page-1/#comment-46</link>
		<dc:creator>Blacktiger</dc:creator>
		<pubDate>Fri, 30 Oct 2009 18:54:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rachelslabnotes.com/?p=39#comment-46</guid>
		<description>&lt;p&gt;You are absolutely right, games need to separate the rates for drawing, physics, and input. I don&#039;t know if it is the same for everyone, but I find that 30fps looks choppy when there is a lot of motion on the screen. Movies run at 24fps in theaters which looks fine when there isn&#039;t much motion on the screen, but as soon as the camera pans too fast you get visual tearing. 60fps will allow for a smooth picture no matter how fast the camera moves. For some games, there isn&#039;t enough motion to need a 60fps rate.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>You are absolutely right, games need to separate the rates for drawing, physics, and input. I don&#8217;t know if it is the same for everyone, but I find that 30fps looks choppy when there is a lot of motion on the screen. Movies run at 24fps in theaters which looks fine when there isn&#8217;t much motion on the screen, but as soon as the camera pans too fast you get visual tearing. 60fps will allow for a smooth picture no matter how fast the camera moves. For some games, there isn&#8217;t enough motion to need a 60fps rate.</p>]]></content:encoded>
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		<title>By: groby</title>
		<link>http://www.rachelslabnotes.com/2009/10/frames-per-second-is-not-relevant/comment-page-1/#comment-45</link>
		<dc:creator>groby</dc:creator>
		<pubDate>Fri, 30 Oct 2009 18:06:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.rachelslabnotes.com/?p=39#comment-45</guid>
		<description>&lt;p&gt;@anon: Ooops. Sorry. Fixed.&lt;/p&gt;

&lt;p&gt;@Matt:&lt;/p&gt;

&lt;p&gt;You need to be careful with asynchronous processing. As I alluded to in the last paragraph, you will create aliasing artifacts if different subsystems run on desynchronized clocks. That&#039;s why I&#039;m think modelling a game using signal theory might not be the worst idea. Searching for research, nothing found yet.&lt;/p&gt;

&lt;p&gt;As for the PS3: It&#039;s not threading that&#039;s hard, per se. It&#039;s the fact that it&#039;s a new paradigm, and that Sony &lt;em&gt;always&lt;/em&gt; manages to make their hardware hard to develop for. I personally think they do it so titles can increase in quality over lifetime of console.&lt;/p&gt;

&lt;p&gt;As for the middleware - they will &lt;em&gt;all&lt;/em&gt; need a threading solution. And if they all have a separate one, I can&#039;t wait to see the fun that ensues when you connect them ;)&lt;/p&gt;

&lt;p&gt;We might very well see some consolidation in that space.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>@anon: Ooops. Sorry. Fixed.</p>

<p>@Matt:</p>

<p>You need to be careful with asynchronous processing. As I alluded to in the last paragraph, you will create aliasing artifacts if different subsystems run on desynchronized clocks. That&#8217;s why I&#8217;m think modelling a game using signal theory might not be the worst idea. Searching for research, nothing found yet.</p>

<p>As for the PS3: It&#8217;s not threading that&#8217;s hard, per se. It&#8217;s the fact that it&#8217;s a new paradigm, and that Sony <em>always</em> manages to make their hardware hard to develop for. I personally think they do it so titles can increase in quality over lifetime of console.</p>

<p>As for the middleware &#8211; they will <em>all</em> need a threading solution. And if they all have a separate one, I can&#8217;t wait to see the fun that ensues when you connect them ;)</p>

<p>We might very well see some consolidation in that space.</p>]]></content:encoded>
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		<title>By: Matt</title>
		<link>http://www.rachelslabnotes.com/2009/10/frames-per-second-is-not-relevant/comment-page-1/#comment-44</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Fri, 30 Oct 2009 17:36:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rachelslabnotes.com/?p=39#comment-44</guid>
		<description>&lt;p&gt;I&#039;ve been a professional developer working in systems level software for servers for years.  I recently began getting into game development, and honestly don&#039;t understand why (on PC based games) there is still a lock-step with framerate for processing of the game components.  With so much of the rendering pipeline taking place on the GPU, even without a multi-core CPU, you can do the actual game logic in a separate thread from the rendering loop and have a dramatic increase in frame rate and responsiveness.&lt;/p&gt;

&lt;p&gt;The amount that developers compalin about the PS3 seems to indicate a resistence to this type of processing model, yet the only explainations I hear from people is that threading is hard.  I imagine in the future there will be middleware libraries available that implement all the necessary locking internally so that the developers won&#039;t need to worry about whether the engine multi-threaded, multi-process, or a monolithic game loop.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>I&#8217;ve been a professional developer working in systems level software for servers for years.  I recently began getting into game development, and honestly don&#8217;t understand why (on PC based games) there is still a lock-step with framerate for processing of the game components.  With so much of the rendering pipeline taking place on the GPU, even without a multi-core CPU, you can do the actual game logic in a separate thread from the rendering loop and have a dramatic increase in frame rate and responsiveness.</p>

<p>The amount that developers compalin about the PS3 seems to indicate a resistence to this type of processing model, yet the only explainations I hear from people is that threading is hard.  I imagine in the future there will be middleware libraries available that implement all the necessary locking internally so that the developers won&#8217;t need to worry about whether the engine multi-threaded, multi-process, or a monolithic game loop.</p>]]></content:encoded>
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	<item>
		<title>By: Anonymous</title>
		<link>http://www.rachelslabnotes.com/2009/10/frames-per-second-is-not-relevant/comment-page-1/#comment-43</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Fri, 30 Oct 2009 17:35:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.rachelslabnotes.com/?p=39#comment-43</guid>
		<description>&lt;p&gt;Mick West*&lt;/p&gt;
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		<content:encoded><![CDATA[<p>Mick West*</p>]]></content:encoded>
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