Author Topic: Framerate has a huge effect on gunnery  (Read 1610 times)

Offline Denholm

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Framerate has a huge effect on gunnery
« Reply #15 on: February 01, 2008, 12:22:19 PM »
Quote
Originally posted by AquaShrimp
I am talking 30fps compared with 59fps.  It will still produce an effect.  I know the human eye can only see 30fps, but my gunnery always get much poorer as fps goes down.

If you notice a difference between the drop from 59 to 30 FPS, your eye sees much faster than 30 FPS.

Believe me, the eye can see much faster than 30 FPS. It's thought for some reason though that the average human's eye sees at approximately 30 FPS. Why I don't know.
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Offline Gryffin

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Framerate has a huge effect on gunnery
« Reply #16 on: February 01, 2008, 01:11:52 PM »
Quote
Originally posted by AquaShrimp
I know the human eye can only see 30fps


If you believe that you need glasses. I can easily tell the difference between 30 and 60 fps.

Offline Ghastly

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Framerate has a huge effect on gunnery
« Reply #17 on: February 01, 2008, 02:51:25 PM »
The 24/30 FPS myth persists because:

Films are shown at 24 fps (films are filmed with aperture and timing settings that  allow for each frame to include motion blurring so your mind "sees" the movement as if it were a smooth transition, even though in reality the frames that contain much movement are really a blurred mess when not viewed in sequence and at the right timing).

Television was originally designed to show 30 full frames per second (using interlacing to help disguise the stuttering so it's really 60 frames showing every-other-line - and which the persistence characteristics of phosphor also helped disguise.)

And heck, if grandma could go to the movies or watch Gomer Pyle and it didn't look all stuttery, then what the heck would anyone ever need more than that for?

The reality is that the human vision system can generally detect differences of up to between 60 to 72 when viewed directly, more (and some people much more) than that when viewed peripherally, and it varies from person to person and even with the brightness and coloration of what's being viewed.

(One of my sore spots, as the primary developer of another sim I beta tested was CONVINCED that you only needed 30 FPS, and wanted to cripple everyone to 30 to even the playing field, since it presumably made the physics loop easier to deal with.)

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Offline AquaShrimp

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Framerate has a huge effect on gunnery
« Reply #18 on: February 01, 2008, 03:07:02 PM »
I only posted that the human eye could see 30 frames per second because I heard a biologist say that.  Perhaps its not true, as my gunnery ability increases proportionally with frame rate.

Offline WWhiskey

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Framerate has a huge effect on gunnery
« Reply #19 on: February 01, 2008, 03:14:12 PM »
i have 75 fps now most of the time!
when i first started ,about 30 average and down to 7  in a furball.
i can tell the diff. from 75 down to about 50 now.
it is hard to remember what 7 was like and i am amazed i ever hit anything then, since i dont hit much now! :cry
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Offline Denholm

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Framerate has a huge effect on gunnery
« Reply #20 on: February 01, 2008, 03:25:39 PM »
In the past my landings in offline mode on FS2004 got down to 1 FPS. For some reason I always landed hard on the sides of the runway.
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Offline BaDkaRmA158Th

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Framerate has a huge effect on gunnery
« Reply #21 on: February 01, 2008, 03:41:16 PM »
Remember back in the days of pentium 166's and dialup? (and further back)

Weapon rate of fire, and frames per second go hand in hand.
Also packet loss and ping are also effected by frames per second.


If your computer is struggeling to pull over 15fps in a fire fight, you can bet you will start seeing thing like warping and "rubber" bullets.


They all go hand and hand, and often times a person who gets USE to playing at 30 fps and lower, will forget to mention how "in that dog fight" where they saw someone 'cheating" or had rubber bullets, was due to a piss poor frame rate, the cpu over loading and thus less packets able to be sent "priority" and thus you get a game that go's haywire, the person hits a "jump" in theyre fps and the game resyncs, planes warp, "lag" sets in..you take dmg you didnt see coming so on and so forth.

Bottom line, if you wish to have less problems in all areas of online game play, make sure your ram cpu and video card are acceptable to run aces high to its fullest. "and no putt putting around in off line doesnt count as a stress test" runing into a mob of 250+ planes with gv's under..smoke fire sounds effects..lighting..over a air field, with "guessing" 300,000+ poly gones or more, sprites..and then wounder why your pre 01' computer is having problems.

Aces high is VERY* funky when your computer drops in fps, i have had it happen, and people..it rocketed my f4u to 25k+ in under 3 seconds going 200mph+. "ever play a '93 game on a newer computer, the clock speed is sometimes like 8x faster..thus you get a game that all of a sudden runs at 8x the speed..fun? ...not"
Unspeakable evil is caused by low fps.

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Offline CAP1

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Framerate has a huge effect on gunnery
« Reply #22 on: February 01, 2008, 03:45:29 PM »
Quote
Originally posted by 5PointOh
When I first started playing last year on an out of date lap top (yeah it was a year old) I'd average about 30fps what ever I was doing.  Then I upgrade to a new desk top and I have seen 105, then I went to max graphic detail and high res pack and now typically see 75 no matter what.  Then my fiance started playing on our second PC and now it drops a little in furballs but only down to like 60.  I have notice a big improvement in my game play from the days of 30fps to 75fps.


sheesh.......i'm running 2.1ghz amd athalon procesor, on an asus a8...something  motherboard, 1.5gig ddr ram, and a geforce 6800gt with 256mb of it's own ram.......and i top out i think in the 40's or 50's..tht's at hi alt in buffs with no bogies or action near me..in furballs, i'm in the lower 20's......with 26 processes running............:cry
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Offline Ghastly

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Framerate has a huge effect on gunnery
« Reply #23 on: February 01, 2008, 03:49:06 PM »
That was likely the difference between the physics loop and the graphic display - your 1 FPS may have been showing you where you were as much as almost 2 seconds ago, while the computer was still calculating your movement.

Display issues CAN have an impact on the the physics loop - above and beyond the obvious of what you can't see well you have a harder time hitting. Sometimes, a sim will have issues even DETECTING bullet strikes at low frame rates.  When I and Patches were flying another sim, he had a low-end machine, and was forever complaining about dumping half his ammo load into an enemy aircraft and "nothing happening".  I flew straight and level in front of him, and he hammered away at me for half an ammo load before I went down.  We then moved to the offline "wall test" and found that when he faced a hanger wall and there was "no possibility of missing", something like less than 20% of his bullets (IIRC) counted as "striking".  

(There, you could see some rudimentary scoring for each offline play session).  

Another instance that used to at times be the case was the "what you see is what you don't get", when you'd have Vsync off and the physics loop could run ahead (sometimes way ahead) of the displayed frame.  You'd take a deflection shot that you "couldn't possibly miss" and yet your bullets would have no impact - the reality was that they'd pass behind the target because it was several frames ahead of where it appeared to be graphically when you fired.

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Offline Denholm

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Framerate has a huge effect on gunnery
« Reply #24 on: February 01, 2008, 03:55:34 PM »
Quote
Originally posted by Ghastly
That was likely the difference between the physics loop and the graphic display - your 1 FPS may have been showing you where you were as much as almost 2 seconds ago, while the computer was still calculating your movement...

I suspected that, I had AI on 100% with the AI add on package. There were... let's see... about 350 planes on the ground getting clearances, taxiing, and departing.
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Offline Connery

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Framerate has a huge effect on gunnery
« Reply #25 on: February 01, 2008, 04:04:21 PM »
With Vertical SYnc off I get 200+ Framerate
With Vertical Sync on I get stable 85 Framerate

Offline Wes14

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Framerate has a huge effect on gunnery
« Reply #26 on: February 01, 2008, 04:19:00 PM »
30-40 on this machine with details to the left.

22-35 with full details.

(Pentium 4 Northwood 2.40GHz , 1GB ram, Nividia GeForce 4 AGP)

My old comp saw on average 10fps, and easily dropped to 2-3 when a flaming buff came into view. With details all the way to the left.

(Celeron-D 351 3.20 GHz , 512MB ram, ATI 'Xpress' 200 PCI-E)
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Offline Shuffler

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Framerate has a huge effect on gunnery
« Reply #27 on: February 01, 2008, 04:27:35 PM »
Yall need to try the HD patch and play on a 61" LCD DLP 1080p...... now that's what I'm talkin' 'bout....... Samsung comes to mind....


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Offline bobtom

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Framerate has a huge effect on gunnery
« Reply #28 on: February 01, 2008, 04:42:36 PM »
I have broadband and i have around 30 for just level flight and in a furrball or attacking a field with my squad im in the 1-7 range....it really stinks

Offline Lusche

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Framerate has a huge effect on gunnery
« Reply #29 on: February 01, 2008, 04:44:45 PM »
Quote
Originally posted by bobtom
I have broadband and i have around 30 for just level flight and in a furrball or attacking a field with my squad im in the 1-7 range....it really stinks


I wonder why you mention your connection bandwith in this context? More bandwith doesnt speed up your FR after all.
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