If it's not dynamic, wouldn't that classify it as pre-rendered?A lighting system that isn't pre-rendered
From what I've understood with video games, is that it's more difficult to do it in multiple's of 15 than it is of 30. From what I gathered, it's built that way to go a long with refresh rates of TV's.FPS scales go in 30, 51, 60, 75, 90, 120 to my understanding. It has nothing to so with multiples of 30. It's multiple of 3 because of old fashioned film and when FPS was first established in the movie industry.
Project Morpheus can reportedly cope with 120 FPS, so a higher level of frames a then locked down to 60 FPS is more than feasible for these games. So basically, my argument is right? Thanks.
With refresh rates being multiples of 30, anything out of sync with that will cause issues. If it wasn't a problem, developers would be going for 45FPS instead of 30.
It might depend on country, but TV's here are generally 60hz, 120hz, 240z, and so on. They never go into multiples by 15, more so they seem to just double from the base of 60hz. The only ones I see that do those odd Hz( and they are very few, and far in between) seem to be budget, or very, very crappy computer monitors. The vast majority follow the 60/120/240 scale.Refresh rates work based on Hertz and their rates. TV's can go up to 75Hz (maybe higher, I don't know), and this is where they can go in terms of gaming. Refresh Rates are in 15's as far as I know, so a 45 is possible in terms of TV, but it's ideal because it's weird in gaming. Whereas 75Hz could work, and be completely possible to have games at 70+ FPS, and 75Hz and then lock them down at 60FPS on 60hz refresh for silky smooth gaming.
If you can't tell the difference between 1280 (it was 1280 not 1440) x 1080 and 1920 x 1080 you might need a new monitor or need to sit a little closer.Like anyone could tell the difference.
More explanation needed please.With refresh rates being multiples of 30, anything out of sync with that will cause issues. If it wasn't a problem, developers would be going for 45FPS instead of 30.
Explanation of what? It's been explained in multiple posts already.More explanation needed please.
Not very wellExplanation of what? It's been explained in multiple posts already.
75FPS isn't an option because it doesn't go into 30 evenly. They'd have to aim for 120 as VR needs something divisible by 60 to work right, and that's not possible on the current hardware.
What TVs have 75Hz refresh rates?
It might depend on country, but TV's here are generally 60hz, 120hz, 240z, and so on. They never go into multiples by 15, more so they seem to just double from the base of 60hz. The only ones I see that do those odd Hz( and they are very few, and far in between) seem to be budget, or very, very crappy computer monitors. The vast majority follow the 60/120/240 scale.
Yes, that may be true, but the majority fall in line with the whole multiples of 60's thing. I've not once seen a TV at the market with a different refresh rate. I notice it's far more common for PC monitors rather than TV's.Some HD TV's do 75Hz, but they're quite rare and expensive. For instance, a Sharp FullHD TV does 100Hz, which isn't in the multiples of 30 which you claim all TV's are in. TV's have a variety of Refresh Rates, that don't fit into 30's.
Is there a way to reduce it? every game i play on my ps3 with hdmi cables looks crap
im pretty annoyed because i thought that it being 1080p and 100hz would make my games look very nice but now i wanna go back t my 22'' samsung monitor i had been using.
games dont even display in 100hz only 60.........
For games, you want to play in 60Hz.
Also, Sharp TV's are known for this. They have ghosting problems and burn-in problems. If you can return it, do so, and remember there are only a handful of good brands.
Try to only go for Samsung, Sony, and Vizio.
45 FPS would look worse than 30 because each frame of the game won't be up the same amount of time. TVs refresh at a multiple of 60. If you have a 60 FPS source you get each frame coming up like this
A B C D E F G H
Optimal output where each frame rendered is shown for one frame by the display
With a 30 FPS source you get this
A A B B C C D D
Notice that while you've had to render fewer frames, they're all shown for the same length of time.
With a 45 FPS source you'd get something like this
A B C C D E F F
Notice how every third frame is shown twice as long as the others. This causes slight, but noticeable stuttering.
With games being ran at 30/60, if at a 60hz(or divisible of it), then it will be able to accurately and easily bump it up to and match it up wit likely minimal to no problems. With a TV at such an odd refresh rate like 75, or 100, it's taking out half a frame and not being able to reflect it accurately, resulting in problems ranging from sloppy fps, to screen tearing.I don't think Sharp Aquos ever came in 100hz??? What would be the point 100hz does not divide into 24,30, or 60 and part of the point of high refresh rate was to accurately display each frame setting without frame adjustments. I have a Sharp Aquos 120hz, and it does not run at 120hz unless you turn it on. There is an option called Motion Enhanced Mode, which is found in the settings. Turn on Motion Enhance and it will run at 120hz. I find that at 120hz the motion blur is minimal.
Yes you're right games don't run at 120hz, NOTHING except for James Cameron's AVATAR runs at 120hz. Games run at either 30hz or 60hz, movies run at 24hz, and TV programs shot on video run at 29.97hz. The point of 120hz or 240hz is to give the LCD tvs less motion blur by raising refresh rates. For every signal it gets it simply divides the native frame rate by it's native refresh rate, and then repeats each frame according per signal.
Not necessarily, certainly not in entirety. Parts of any given scene will be pre-rendered (e.g. textures and maps of all kinds) and others will be rendered every frame, or every other frame or at some interval on the fly. All rendering, whether it's called "realtime" or "pre-rendered" effectively uses a combination of both, the only difference really being the time it takes to obtain output.If it's not dynamic, wouldn't that classify it as pre-rendered?
...
With that said, would it be safe to assume that what is going on in Forza is also technically dynamic in a sense as well? In that game, the light sources you mention produce shadows in the way your explaining throughout the game.The lighting itself is still entirely dynamic, by necessity, through the fact that the cars move within a scene that contains a range of light sources (sun, trackside illumination, headlights etc.) in different places, meaning the cars need to be lit differently according to position and orientation. That's achieved using a combination of environment maps (rendered from the scene at a low resolution from the viewpoint of the car, originally for reflections, but can be used as a light probe to set the ambient colouring: "image-based lighting") and direct light sources such as street lamps, the sun etc., the latter of which are comparatively simple, depending on the shading model used.
Most games nowadays have what is called "dynamic lighting", which was new to real time computer game graphics in the late' 90s (but not at all new to real time graphics per se). It basically means either the light moves, or the geometry moves within the lit space, or both. Contrast with "baked lighting", which refers to the ability to render lighting phenomena into the textures somehow, very useful for scenery. Many games use both for different things, sometimes even in combination (e.g. Quake II, which modifies the environment's lightmaps in real time; video of Q3 here, watch the player's glow march on the underlying lightmap texel grid).Thanks for all that, it was informative 👍
With that said, would it be safe to assume that what is going on in Forza is also technically dynamic in a sense as well? In that game, the light sources you mention produce shadows in the way your explaining throughout the game.
Please, don't go the "Kaz is a liar" route. It is well known fact that PS3 was many times a nightmare platform for devs.My question is, Is PD choosing not to push the limits on the PS4 right now? Or is it actually incapable of having dynamic conditions while holding 60 fps. The fact that no other racing game on current-gen has dynamic conditions AND 60 fps kinda worries me. And I'm not trying to dish out $400+ for a new "powerful" version of the current console I have.
Quite honestly if the system itself is incapable, iont see how the PS4 was so much easier to work with than the PS3 as Kaz claimed before..
With refresh rates being multiples of 30, anything out of sync with that will cause issues. If it wasn't a problem, developers would be going for 45FPS instead of 30.
I'd guess the vast majority of console gamers are playing with off the shelf flat screen tv's though, almost all of them with native refresh rates of 60 Hz.How about 75hz and 144hz monitors? Or CRTs, that at each resolution had many, many options?
Somebody here posted different values are only found in budget TVs and crappy monitors. Nothing farther from the truth, as 144hz LCD monitors are by far the best for gaming today, and professional CRTs destroy any TV today in all regards (outside using a ton of space).
That was me. It was not far from the truth, because given the parameters and the exact refresh rate he was mentioning, anything within those confines where far and few in-between, which was exactly my point. My point was that the vast, vast majority of TVs on the market follow the 60/120/240 refresh rates. I included budget monitors because that's what most of them where, within 100hz. I'm not too familiar with monitors so I didn't even know there would be one at 144hz, but still with FPS on a desktop essentially being up to the user in most cases, it wouldn't be as bad a scenario as a locked frame rate with an refresh rate that doesn't match up to it, I would imagine. I can't seem to find much praise when it comes to console gaming with those odd ones.Somebody here posted different values are only found in budget TVs and crappy monitors. Nothing farther from the truth, as 144hz LCD monitors are by far the best for gaming today, and professional CRTs destroy any TV today in all regards (outside using a ton of space).
I don't think anyone is getting confused by that. A TV will handle any framerate you throw at it. That is not the discussion, however. More so that from what I've found that when you have a game outputting at 30/60fps, that a TV that has a refresh rate that is in multiples of that will look more fluid and natural, and just flows better. Like I said, it was hard to find so much as good praise about someone gaming on equipment with the odd refreshrates.Reading this thread it seems many people are confusing frame rate and screen/pixel refresh rates. HDTV's support the following standard frame rates (input source): 23,976/24/25/29,97/30/50/59,94/60. Depending manufacturer and model HDTV's will, on their own, refresh/display those flows at higher rates. Figures with multiples of 50 and 60 are reminiscent of PAL/NTSC ages.
I really hadn't even noticed until you pointed it out Seemed to have taken this far off topicJust came here for a look, and this thread is totally not what I was expecting
That 240Hz is likely from post processing though, which introduces input lag. Sony has Motion Flow, Samsung has Clear Motion Rate etc.I don't think anyone is getting confused by that. A TV will handle any framerate you throw at it. That is not the discussion, however. More so that from what I've found that when you have a game outputting at 30/60fps, that a TV that has a refresh rate that is in multiples of that will look more fluid and natural, and just flows better. Like I said, it was hard to find so much as good praise about someone gaming on equipment with the odd refreshrates.
I haven't been able to test that myself, as I've not once seen a TV at the store that offered a refresh rate that wasn't in those multiples.
I myself have only gamed on a 60hz LCD, but I've seen my friends 240Hz LCD and I do like it much more. I enjoy that unnatural smoothness.
A TV will handle any framerate you throw at it.
I myself have only gamed on a 60hz LCD, but I've seen my friends 240Hz LCD and I do like it much more. I enjoy that unnatural smoothness.