More Fun To Compute said:
You are just wilfully trying to misunderstand now.
There is a limit to how fast the nervous system can process information. There is a limit to how fast the technology can process information. In a game they work together in a feedback loop. When people make games they have some control over how fast the game code can process information and one of the best and most reliable ways to do that is to switch from 30fps to 60fps.
Let's say I take on average .11 s to respond and I'm playing spot the sausage at 120fps which adds a further 0.025ms to the time it takes to react because I believe that higher frame rates are gud.
You are playing against me with your average .1 s reaction time but you are running at an unstable 30fps because you have science on your side and know that a mere raise in framerate adds no difference but in reality it adds .15 s to your time to react.
My average time to spot the sausage is .135 and yours is .25 so I win the sausage spotting tournament despite having worse reactions.
Dexter111 said:
There are so many factors at play here that you aren't considering, it's quite laughable.
Also there's added framebuffer/display/net connection etc. latency that come in to play and can be quite high at times.
Ok I'm quoting you both here because you both need to read this.
I specifically am trying to eliminate as many factors as possible because it ensures the the important parameters here (ie the 30/60 FPS benchmarks and the human mind and it's ability to process information under pressure) are the ones that get proper attention. If we add too many factors in such as specific machine tuning, internet connections, and potential move sets available, we'll literally be here for years calculating all the possible permutations. Not only that but it would also skew the end results because there are so many potential factors at honestly stand under random chance. By ensuring that we look at only the relevant parameters we ensure that we get the most relevant result for the topic at hand.
So stop with the accusations of me simply ignoring things. I'm fully aware that they exist, I simply am not factoring them in for sake of simplicity and clarity.
Dexter111 said:
You're not making much sense, regarding your 0.1 second measurement.
That's largely the amount of time a green light can go off till someone reacts, but doesn't say anything about perceptual differences or cognitive dissonance that has an effect on said reaction time and general perception.
Very true, though in this case it kinda back fires for you here, as that number was the one for the fastest possible reactioners, ergo the ones with the least perceptual issues. So if we were to include the possible dissonances, it would be far more appropriate to use the true average which is .2 seconds
Dexter111 said:
You're also missing the point that moving around in a 3D space and making it look natural is quite different from waiting for a light to go on.
Very true, but again this backfires for you. In a 3D interactive environment the reactioner isn't just looking for one specific pre-told thing, they are analyzing a whole environment for all potential situations. That means the brain is in a form of standby, not prepared for anything specific as otherwise they could make the wrong decision and have to re-evaluate, costing more time. That means that there's another level of brain that a thought has to go through to become an action. That adds another fraction of a second to the count. So a true average reaction would be far worse than the one I used (which was for the "best possible scenario")
Dexter111 said:
If your number had any meaning, you would think that 10FPS for a game are quite enough, right, after all noone could react faster than that? Yet you wouldn't be able to react at all at that frame rate, since your eyes and brain wouldn't even perceive it as fluid motion and wouldn't know how to properly react...
There is a difference between passive and active analysis. the human eye whilst open is always being fed information from light sources, so it passively processes that information into the basic visual web we see. However, in order to react properly to something the brain must activate the full analysis part of itself, more commonly known as "focusing". When it does this, it looks at a situation more closely and if appropriate, issues a set of commands for the body to carry out. It really can only do one of these sets of commands at a time uninterrupted. So if something unexpected were to happen in the middle of a set of commands, the brain would effectively have to re-set and do it all over again.
So in the context of the quote, while human brain does receive information constantly, it really can only send out one command string a a time before re-evaluating. Though it is worth stating that even at .225 seconds for the average gamer playing in a non-predetermined game, they will be able to get at least 4 command sets out per second, which is not a small number all things considered. (though this is not factoring in the amount of time needed to complete the action in game)
Dexter111 said:
read my Post further above, along with some of the links and educate yourself on the matter, again there are people that can clearly recognize a single frame from 220 in a second and react to it.
I read it, but while it is impressive that is only a single action. I'm sure if you were to ask that same individual to look at two images and contrast and compare them at a glance they would noticeably slow down because suddenly they have to do more analysis and consider multiple factors. Identification is easy, planning is a more difficult process, and planning is something that is required in video games far more than simple identification.
Dexter111 said:
And I can assure you that there is quite a clear and noticeable difference between even 60FPS and 120FPS (on 120Hz displays), if you want to believe it or not. I have been playing fast-paced PC shooters on a CRT with above 120FPS/Hz for years and my performance was always noticeably improved in comparison to a slow LCD or lower frame rate.
Yes there is a clear and noticeable visual difference between 30, 60, and 120 FPS, but that exists in only one regard: smoothness. You see, I'm a game artist, and as a result I've had solid experience with animating 3D models. And the one thing that's consistent with any FPS is that any part of an animation will always be in the same location relative to the whole animation. If you make a gun discharge animation start at frame 10 of 120 at 30FPS, but later double to 240 frames 60 FPS for higher smoothness, the start of the animation will still go off at the same time, though it is now labeled as frame 20. So as long as the temporal length of the animation isn't messed with, the FPS can be changed to something as insanely high as 1 million FPS and the discharge would still happen at the same time. So in truth, increasing FPS does diddly squat in terms of increasing the time for reaction. It'll still take the exact same amount of time for the animation to play out. The only difference is that you'll have more indication of it as a slug plows through your player character's skull, which is small consolation.
So like I've said before, a higher FPS does not help with capability. All it does is help with the visual look of the game. It's still nice but for interaction it is not a necessity.