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- Where to et all the elder scrolls games movie#
- Where to et all the elder scrolls games 1080p#
- Where to et all the elder scrolls games code#
can probably extend it a little bit further. As far as I know it was 75-85 Hz where people stop being able to see the difference between something steady and something very quickly switching between black and white in normal circumstances. So the real number of how much the human eye can perceive is even higher. That is because they can perceive the difference but often are used to standards like 15 for cartoons and 24/25/30 for movies. People can directly tell you that something is weird.
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The thing is that for movies / cartoons and animations it even feels odd at first if you see something with 60 FPS.
Where to et all the elder scrolls games movie#
Also you can directly tell if a cartoon / animated movie uses 14, 30 or even 60 FPS. This is the minimum to make something look animated and it's often used by cartoons, because it's enough (lowest end) and more efficient in an economical way, again not because it's the maximum of the human perception.
Where to et all the elder scrolls games 1080p#
As a sidenote 1080i stands for interlaced while 1080p isn't interlaced.Īnother number is 14 / 15 Hz. It was done this way to make stuff feel even smoother without the necessity to store and transmit the double amount of data. This leads to a perceived doubled frame rate. One frame was every even line and the other frame every odd line. This means that the resolution of a frame was halfed vertically and 2 frames which were interwoven in time. The real reasons for this numbers are more technical and economical, less the human perception.Īlso movies are / were interlaced. Most screens in the early days were analogue and simple, thus coupled directly to the frequency of the power grid.Īll this has less to do with how and what the human eyes perceive, besides that 24/25/30 Hz are enough to make animations fluid. In US the power grid has for example 60 Hz, thus they used 30 Hz (60Hz interlaced) for movies and in EU the power grid usually has 50 Hz, so movies here used usually 25 Hz (50 Hz interlaced). The 25 or 30 Hz Standards are also based on the power grid standards. Anything more than that would be to expensive (storage and transmission) with to less value gained.
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Most movies use 24, 25 or 30 Hz, because it's enough to deliver a smooth experience. It's more correct somewhere at the 24 / 25 Hz range and it's not the point human eyes can see any difference, it's the point where animations start to feel smooth.īut the human eye can register more than that. stop complaining and if u wanna unlock it google!! That's a often misunderstood statement and completely wrong. lol i remember someone saying human eyes can only see 30 fpsġ00 is more than enough.
Where to et all the elder scrolls games code#
Sure, those extra side effects were not intentional back then and should not happen today, but it sure makes you think about why most devs still use lazy workarounds such as limiting and smoothing FPS for the lowest common denominator (consoles) instead of actually implementing code that works and syncs regardless of client FPS. It's not just about mitigating that Min% FPS metric. That's why at least a few competitive players who are a bit older tend to play on lower settings even on modern games and good setups. You had quite a few extra benefits if you played early multiplayer 3D FPS games on high FPS besides a better refresh rate (if your CRTs could show them, which they probably didn't) and lower input lag. Yep! I have quite a few good memories of playing games based on Quake 1/2/3's engines like RTCW and Wolfenstein: Enemy Territory (based on Q3's engine) on ridiculously low settings and stupidly high FPS counts with a FX5200 in the early 2000s to move faster and have my guns overheat less. Originally posted by Psychlapse:Because games have always been 100fps + since the dawn of time?