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#1 | Advertisement (Guests Only)
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The Evil Creampuff
Join Date: Jul 2004
Location:
South Australia
Posts: 1,364
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I was looking at the new Crysis pics and a thought that had been nagging me pushed me to start a new thread. Sorry if this doesn't quite fit here but it relates to gaming and gamers, With all new next-gen games having true motion blur, will the fabled 60-100 FPS mark be necessary anymore? I mean, the whole idea of getting 60 FPS is for it to be totally smooth, but the whole reason that tv and dvd looks so smooth at only 25 or 29.97 FPS is that every other frame is blurred. The way i see it, if games are creating that motion blur, it will, overall, make the gameplay seem much smoother even though it may only be running at 25 FPS. If you want to see this for yourself, run the Trackmania Nations benchmark and look at how smooth it looks like it's running doing the maximum GFX test with motion blur despite the fact that it runs at about 25 FPS (obviously this will differ depending on hardware). What are your thoughts? i apologise for any punctuation, grammar etc errors but inmy defense it's 2am and i can't sleep. |
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#2 | ||
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dAMD fanATical nVidiot
Join Date: Aug 2004
Posts: 5,978
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No motion blur does not make a difference. 60 will be smoother than 24 which is playable anyways if it is constant.
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#3 |
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Large semi-muscular man
Join Date: Feb 2004
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Posts: 7,534
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Depends on the game, I don't know if motion blur has anything to do with it, but some games just feel smoother even at 20-30fps than others, probably depends on how movement is affected by the fps.
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#4 | |
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The Evil Creampuff
Join Date: Jul 2004
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#5 | |
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Rage3D Veteran
Join Date: Oct 2003
Posts: 4,574
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Quote:
A rock-solid 30 fps (as in never go above, never go below, 30 fps, period) will appear quite smooth. The problem is when the game varies between 5 and 200 fps all the time. |
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#6 |
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Rage3D Spammer
Join Date: Jan 2003
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60 frames will always be better for faster paced games. Imagine playing a fast game like quake3 with 24 fps and motion blur. Per each frame, enemies will be represented as a blur of colors. Within the length of this blur, which may be several times the size of the player, there is simply no way to distinguish where the enemy is. The fact is that while motion blur looks nifty, it does not add data. |
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#7 | |
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Large semi-muscular man
Join Date: Feb 2004
Location:
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Posts: 7,534
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"If you can't handle me when I'm bulking, you don't deserve me when I'm cut." -- Marilyn Monbroe |
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#8 |
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I like my backyard
Join Date: Apr 2002
Location:
London, CAN
Posts: 9,166
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I can see where motion blur in a racing game is going to smooth out the gameplay, the motion that's being blurred is very predictable (game knows you have to go this way down a track). In a FPS it's going to be much harder to blur properly because the movement is much less predictable. If anything, the blur is going to make things possible worse with framerates dropping to accomodate blur in a less predictable environment. IMO
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#9 |
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Rage3D Veteran
Join Date: Sep 2003
Posts: 2,655
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Yes, 60+ FPS will still be wanted by most. The reason is that motion blur in a movie is not the same as the simulated motion blur in a videogame. The movie's blur works similar to the what the human eye would see as if he were watching the events in real life. The game's blur works based on an exact algorithm which seeks to simulate real life blur. Take one frame from a movie's blur, and one frame from a game's blur, and you will notice the game's blur is still an exact formula wherein lies the problem. In the future when devs can better simulate what the eye sees (which a movie camera does MUCH better than video game algorithms) then yes we can settle for less FPS, but for now no, we will still need 60+ as the blur in games is still too exact to a formula. "Exact" is the best word I can think of that will fit the scenario.
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#10 |
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Radeon 8500
Join Date: Dec 2001
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Posts: 16,433
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Motion blur does not effect my ability to realize the game I'm playing is choppy. It gives a slightly smoother presentation, true... But the choppiness will annoy me all the same. |
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#11 |
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no things
Join Date: May 2003
Posts: 16,065
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argh you guys!!! 30fps is NOT SMOOTH! the only reason 30fps on a TV looks smooth is because its interlaced so 60fps EFFECTIVE... I have never in my life played a game that felt smooth below 40fps , compared to how it feels at 60+ edit: so far in games that have motion blur and "full screen glow effects" like WoW, I have turned them all off due to making it harder to see distant objects, which can mean the difference between playing well and playing poorly.
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What you perceive to be, is your reality. |
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#12 | ||
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Radeon 8500
Join Date: Dec 2001
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#13 | |
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oh my
Join Date: Jan 2003
Location:
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Posts: 1,617
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Just use an LCD if you want motion blur ![]() Quote:
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#14 |
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no things
Join Date: May 2003
Posts: 16,065
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I must have really good eyesight or something because I can literally see the frames ticking by at 30fps, its that choppy. I cant stand going to the movie theatre either because of how noticeable the framerates are on those huge projection screens.
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What you perceive to be, is your reality. |
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#15 | |
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Radeon HD 7970
Join Date: Oct 2004
Posts: 798
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Quote:
I win! |
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#16 | |
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Poison Tester
Join Date: Apr 2003
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Posts: 1,402
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Quote:
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#17 | ||
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Radeon 8500
Join Date: Dec 2001
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Posts: 16,433
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#18 | |
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Banned
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I can't stand motion blur on driving games for example, but it would be sweet in a fighting game. Last edited by Pr()ZaC : Jul 26, 2006 at 06:49 PM. |
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#19 |
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no things
Join Date: May 2003
Posts: 16,065
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yea i know, thats why i said it ![]()
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What you perceive to be, is your reality. |
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#20 |
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Banned
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Not exactly, no ![]() |
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#21 | |
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Rage3D Spammer
Join Date: Jan 2003
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#22 |
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Rage3D Spammer
Join Date: Jan 2003
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just for the sake of argument, if you had ANY scene in ANY movie where you had the camera turning at the speed most of us look around in any given first person shooter title, the scene would be incredibly disorienting. You NEVER see that kind of camera movement in 24, or even 30 fps movie or tv program. |
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#23 |
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is a happy chappy
Join Date: Apr 2006
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Posts: 3,396
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#24 |
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King of Blues
Join Date: Oct 2003
Location:
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Posts: 10,501
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oh, I'm sorry, just one moment. Is this a five minute argument or the full half hour?
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#25 |
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Ummm... Nugget?
Join Date: Aug 2003
Location:
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Posts: 3,828
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motion blur works well in certain games. For example it was great in the free game penumbra.
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#26 |
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Hufu
Join Date: Sep 2003
Location:
Stockholm
Posts: 4,020
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The big problem with motion blur in games is that you're looking at a screen and your eyes aren't controlling the camera. Your eyes are EXTREMELY good at tracking fast moving objects for short periods of time to resolve them in high detail instead of a blurry mess(You can even see the sharp silhouette of individual helicopter blades against sky pop up from what looks like a semi-opaque circular disk. And a typical helicopter blade does about 5-10 rotations per second). With motion blur you will not be able to do this with your eyes, you need to track objects with your mouse. That's not always a problem as you're going to want to aim at things anyway in something like an FPS. Overall I think properly done motion blur(with blur distance capped to correspond to say 60 FPS and higher so you won't notice massive blur if your framerate dips) will be nice.
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#27 | |
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Rage3D Veteran
Join Date: Mar 2002
Posts: 1,008
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Quote:
Games need 60+, movies should stay where they are (unless it's CG or something)
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#28 | |
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Rage3D Veteran
Join Date: Mar 2002
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Quote:
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i7 4.4 GTX 670 120 hz Last edited by Pr()ZaC : Jul 28, 2006 at 05:19 PM. |
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#29 |
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Reformed Dweller
Join Date: Nov 2005
Location:
Western Australia
Posts: 1,639
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Your talking about interlacing the video game frames. It's not motion blur at all in the sense that developers use in games today. Interlacing works good on old TVs, but when it comes to anything modern, then there's all the technology involved in deinterlacing the image. Which really only fakes the missing frames by taking infomation from the two adjacent frames. Sounds like a long path to take to get to what we can already do @ 60fps. |
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#30 | |
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Orgy-porgy gives release
Join Date: Jul 2002
Location:
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Posts: 1,337
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Motion blur at low framerates works fine until you start issuing commands via mouse, keyboard, or joytoy/controller A good example is the game for the PS2 title Shadow of the Colossus. Although a very good game IMO, and it has one of the best implementations of motion blur I've ever seen in a game, the average framerate felt around 15-20 fps and dipped quite often under 10 fps which made it fairly difficult to take those big lummoxes down sometimes. Also a major drawback of proper real-time motion blur that I can see is that the framerate is chopped in half because the GPU or CPU has to compare the two most current frames and determine which direction to apply the blur, and in the 3D space, which objects according to distance get what amount of blur. With that extra lag, especially with an extra frame of lag using triple buffering when VSync is in the picture (16ms for 60Hz), it can get annoying to play.Unless there is some special technique of proper motion blur, I don't see it being all that practical in gaming (that RPG FPS game, I forget the name had a high-res video of its RT motion blur which looks promising though). Quote:
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yan yan > snu snu Last edited by eatyour1337ies : Jul 28, 2006 at 05:48 AM. |
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