The difference between 30 and 60 fps

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I can always tell the difference between 30 and 60, but it depends on the type of game as to how much it bothers me. Driving games or mp fps games need to be 60 fps. When Forza Horizon came out it never felt right to me with the lower framerate.

On the other hand, lots of games like Assassins Creed don't really bother me as much.
 
I'm getting old cause it was hard for me to tell with those gifs.
It also depends a bit on your Monitor set up, some just have a slower response time than others. Most monitors these days are fine with it, but some others are more build for colour quality and not framerate. In those there is some ghosting going on, which in turn makes it harder to see the difference between 30 and 60 or even 120.

In car games however it would be different, as there high speed becomes a part of the equation. Same with arcade racers like F-Zero. If you go with 500km/h over a futuristic track, than suddenly that extra frame a second can be seen again as the two images are just more different than with a simple moving character on a screen.

It all comes down to screen and scene.

And to think, Starfox blew us away at 15FPS ;).
 
Play Fallout 3/NV on consoles (especially PS3), that's sluggish.



Meanwhile I'm using the term as mentioned above. If you've played either FO game on consoles and you get in a fight, especially one with half a dozen or more enemies, it feels like you're fighting in molasses. Another way to describe it is the way people feel about Killzone. That attempt at adding weight to the game world often felt sluggish.

Just to clarify, you're speaking of sluggish relative to animations, I'm speaking in terms of interaction.
That game has been patched so much on the 360, Idle, it may not be a good example of what you mean but I think I understand where you're coming from. Same with Anderson, although his is a somewhat different definition. To me the difference between 30fps and 60fps in a passive sense could be called coarse and fine. Severe framerate drops and input lag caused by a lot of things going on all at once on the screen, is what I would describe as sluggish. This sort of thing can happen at any framerate, and often looks the worst at a lower fps.
 
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http://frames-per-second.appspot.com/
Set motion blur to "light 0.5" for the 30fps and "realistic 1.0" for the 60fps for most accurate comparison.

~~~~~

I found what makes that comparison hard is that they are both side by side like that. Even if I just look at the 30fps one, my eyes are also seeing the 60fps one and so it throws my brain off. I have to cover each one whilst looking at the other, and then it is clear as daylight.

I agree. I couldn't tell until I did this, then it was obvious.
 
I don't understand. Whatever sluggishness you have in a game will always be worse when rendered at 30 instead of 60. 60fps is always better than 30fps.

Please stop with the 60 is better than 30, as that is not the point. People bought up the "Feeling" aspect of 60 FPS and how it is responsive. I simply am saying that 60 FPS can be sluggish too, and that 30 FPS can be nice and responsive.
 
Please stop with the 60 is better than 30, as that is not the point. People bought up the "Feeling" aspect of 60 FPS and how it is responsive. I simply am saying that 60 FPS can be sluggish too, and that 30 FPS can be nice and responsive.
How does dropping the framrate down to 30fps make it more responsive than 60fps? It never is. Pushing a button on the controller will get a response from the game twice as fast always.
 
How does dropping the framrate down to 30fps make it more responsive than 60fps? It never is. Pushing a button on the controller will get a response from the game twice as fast always.
again, not the point.
 
How does dropping the framrate down to 30fps make it more responsive than 60fps? It never is. Pushing a button on the controller will get a response from the game twice as fast always.
Actually input speed and registration is independent of FPS. FPS is just the visual output results rendered out. Yes, higher FPS comes across as more responsive visually, but input response itself is independent, what people are referring to is part perception and a reflection of their own reaction speed to what is going on. Then again it is all how the game is coded, one could code to poll input in or out of step with FPS..
 
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again, not the point.
Are you ever going to tell me your point? The only impression I have from what you have said is that, in your opinion, 30fps games 'feels' more responsive? But wouldn't that just be a case of you forcing yourself to see what isn't even there. 60fps games always respond faster, regardless of feelings. Is what you are saying something along the lines of Call of Duty's "raise handgun sight" animation is faster than Halo's "raise heavy rocket launcher" animation? Because that still doesn't change that the 60fps game will always respond to the input faster unless your character is in the middle of performing an uninterruptible animation.
 
Are you ever going to tell me your point? The only impression I have from what you have said is that, in your opinion, 30fps games 'feels' more responsive? But wouldn't that just be a case of you forcing yourself to see what isn't even there. 60fps games always respond faster, regardless of feelings. Is what you are saying something along the lines of Call of Duty's "raise handgun sight" animation is faster than Halo's "raise heavy rocket launcher" animation? Because that still doesn't change that the 60fps game will always respond to the input faster unless your character is in the middle of performing an uninterruptible animation.

I told you my point 4 times. Your issue is you're still trying to compare them to each other when my point isn't comparing 30 FPS to 60 FPS. Instead it is comparing 60FPS to 60FPS and 30FPS to 30FPS and saying that sluggishness can happen with both and responsiveness isn't some unattainable trait for 30FPS. No where in any of my posts have I said 30FPS is better than 60.
 
I told you my point 4 times. Your issue is you're still trying to compare them to each other when my point isn't comparing 30 FPS to 60 FPS. Instead it is comparing 60FPS to 60FPS and 30FPS to 30FPS and saying that sluggishness can happen with both and responsiveness isn't some unattainable trait for 30FPS. No where in any of my posts have I said 30FPS is better than 60.
Actually you only told me your point once before. The other times were just saying "that's not my point." But you are saying that a 30fps games can be more responsive than a 60fps game. Why not explain how and why? I keep trying to decipher your posts, but you won't explain yourself adequately.
 
Actually you only told me your point once before. The other times were just saying "that's not my point." But you are saying that a 30fps games can be more responsive than a 60fps game. Why not explain how and why? I keep trying to decipher your posts, but you won't explain yourself adequately.

No. I had my original post and 2 after that to you specifically, so 3 times ;)

I can only assume you're doing this on purpose at this point though., cause no where have I said that
 
No. I had my original post and 2 after that to you specifically, so 3 times ;)

I can only assume you're doing this on purpose at this point though., cause no where have I said that

I told you my point 4 times. Your issue is you're still trying to compare them to each other when my point isn't comparing 30 FPS to 60 FPS. Instead it is comparing 60FPS to 60FPS and 30FPS to 30FPS and saying that sluggishness can happen with both and responsiveness isn't some unattainable trait for 30FPS. No where in any of my posts have I said 30FPS is better than 60.

Yes, you did. I have a quote. In plain English. On what planet does saying a 60fps game can be sluggish and a 30fps be responsive not mean you are saying a 30fps game can be the more responsive and a 60fps game like Call of Duty can be the more sluggish. You are the one here playing dumb and pretty bad too. The one and only other logical conclusion would be that you are saying that a 30fps game can be "smoother" than another 30fps game but never more than a 60fps game. Explain yourself proper or just not at all.
 
Yes, you did. I have a quote. In plain English. On what planet does saying a 60fps game can be sluggish and a 30fps be responsive not mean you are saying a 30fps game can be the more responsive and a 60fps game like Call of Duty can be the more sluggish. You are the one here playing dumb and pretty bad too. The one and only other logical conclusion would be that you are saying that a 30fps game can be "smoother" than another 30fps game but never more than a 60fps game. Explain yourself proper or just not at all.


Jesus f***ing Christ. READ GOD DAMN IT!

from the exact same post you quoted
Your issue is you're still trying to compare them to each other when my point isn't comparing 30 FPS to 60 FPS. Instead it is comparing 60FPS to 60FPS and 30FPS to 30FPS

As I said multiple f***ing times. This isn't about 30 being better than 60. It is about this idea of responsiveness. 30 FPS can be almost be as responsive as 60 FPS. To the point which you wouldn't really be able to notice.
 
Jesus f***ing Christ. READ GOD DAMN IT!

from the exact same post you quoted


As I said multiple f***ing times. This isn't about 30 being better than 60. It is about this idea of responsiveness. 30 FPS can be almost be as responsive as 60 FPS. To the point which you wouldn't really be able to notice.
Saying "30 FPS can be almost be as responsive as 60 FPS to the point which you wouldn't really be able to notice the difference" is exactly saying "a 30fps game can be smoother than another 30fps game but never actually more than a 60fps game." I'm just going to assume its a drunk evening for you and let you read your posts back over in the morning.
 
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Saying "30 FPS can be almost be as responsive as 60 FPS to the point which you wouldn't really be able to notice the difference" is exactly saying "a 30fps game can be smoother than another 30fps game but never actually more than a 60fps game." I'm just going to assume its a drunk evening for you and let you read your posts back over in the morning.

It is morning ;)
 
I can see the difference between 30 and 60fps, but those particular gifs in OP actually hurt the argument.
 
I think I can maybe explain what Menace said, if I read right. He meant to say a 60fps game can be sluggish while another 30fps game can be responsive (control), as responsiveness is not completely related to FPS.

the same way a 900p game say Ryse, can look better than a 1080p say need for speed.
It like saying Summer can be colder than Winter. Not possible in the same place (minus some odd days), but possible when you compare Summer in Finland to winter in Kuwait, then its possible.

But of course, normally, its is a general understanding, that when we compare, when we do not specifically mention , we are comparing to one set of variable 30/60, or 900p/1080p of the same game, with all esle equal. 60fps will always be better than 30fps (on the same game), just as 1080p will be better than 900p on the same game (all else equal).

I think this is where the confusion is. He is comparing across different games, while most of us, think along the line of comparing fps of the same game

Is my explanation correct?
 
I think I can maybe explain what Menace said, if I read right. He meant to say a 60fps game can be sluggish while another 30fps game can be responsive (control), as responsiveness is not completely related to FPS.

the same way a 900p game say Ryse, can look better than a 1080p say need for speed.
It like saying Summer can be colder than Winter. Not possible in the same place (minus some odd days), but possible when you compare Summer in Finland to winter in Kuwait, then its possible.

But of course, normally, its is a general understanding, that when we compare, when we do not specifically mention , we are comparing to one set of variable 30/60, or 900p/1080p of the same game, with all esle equal. 60fps will always be better than 30fps (on the same game), just as 1080p will be better than 900p on the same game (all else equal).

I think this is where the confusion is. He is comparing across different games, while most of us, think along the line of comparing fps of the same game

Is my explanation correct?

Your first sentence is correct, that is pretty much the point I was making. Also, in my defence, I did specifically mention 2 different, but similar games at the start of this mess.

As I said in a PM to Kassen in regards to this and the whole "Which is better" confusion. 60FPS always remains the best cause an unresponsive game at 30FPS will be better at 60FPS but can still be sluggish. Where as a nice responsive game at 30 FPS will only get better at 60FPS.
 
How does dropping the framrate down to 30fps make it more responsive than 60fps? It never is. Pushing a button on the controller will get a response from the game twice as fast always.
Actually that is another sham lately by the Gaming Bullies that ruin our fine hobby. A framerate does not have to have anything to do with the controller response. It all depends on how it is programmed. Yes it would have if the controller only is checked after the start/end of each drawn frame for changes. Like how many times has button A been pushed in the time it took the system to draw this frame.

This however is not the best way to handle input, yes in the old days it might have when there really wasn't a way of having true multitasking running on your computer/console. But ever since multi core CPU's are a thing, or there are true multitasking solutions for single core solutions for single core systems. For instance when you buy a hard drive controller that isn't reliant on your CPU (rare these days, as so many SATA controllers are CPU dependant). But I'm digressing.

Now if you wish you could poll the controllers at 60hz, thus having the controller's changes read out at that framerate, if you then also update the state of the game on a separate thread. Running things like the controller, AI responses, physics calculation on a separate threads is actually far smarter to do than doing all of that after a draw cycle is complete. As such it doesn't matter if the game even runs at 15 FPS, as the input is handled separately and the graphics are only showing the state of the game rather than dictating the frequency of updates.

Now this isn't feasible for every game out there, some might actually wish for a tight coupling between the frame updates and controller input. But for most games that require speedy interaction, without having the speed of your GPU influence your game play input (like First person shooters), it is better to decouple them. So that during a small hiccup in frame rate your reflexes will still be read properly. It does however have a drawback, that if there somehow is a reason that your controler input is being read slower, like if the thread suffocates, it might appear that there is an even larger input lag ;). But since controller updates usually are not that heavy on a CPU, that almost never is a problem.
 
Actually that is another sham lately by the Gaming Bullies that ruin our fine hobby. A framerate does not have to have anything to do with the controller response. It all depends on how it is programmed. Yes it would have if the controller only is checked after the start/end of each drawn frame for changes. Like how many times has button A been pushed in the time it took the system to draw this frame.

This however is not the best way to handle input, yes in the old days it might have when there really wasn't a way of having true multitasking running on your computer/console. But ever since multi core CPU's are a thing, or there are true multitasking solutions for single core solutions for single core systems. For instance when you buy a hard drive controller that isn't reliant on your CPU (rare these days, as so many SATA controllers are CPU dependant). But I'm digressing.

Now if you wish you could poll the controllers at 60hz, thus having the controller's changes read out at that framerate, if you then also update the state of the game on a separate thread. Running things like the controller, AI responses, physics calculation on a separate threads is actually far smarter to do than doing all of that after a draw cycle is complete. As such it doesn't matter if the game even runs at 15 FPS, as the input is handled separately and the graphics are only showing the state of the game rather than dictating the frequency of updates.

Now this isn't feasible for every game out there, some might actually wish for a tight coupling between the frame updates and controller input. But for most games that require speedy interaction, without having the speed of your GPU influence your game play input (like First person shooters), it is better to decouple them. So that during a small hiccup in frame rate your reflexes will still be read properly. It does however have a drawback, that if there somehow is a reason that your controler input is being read slower, like if the thread suffocates, it might appear that there is an even larger input lag ;). But since controller updates usually are not that heavy on a CPU, that almost never is a problem.
Puppeteer?
 
http://frames-per-second.appspot.com/

This is the best place to goto to see the real difference. 60fps is the best. Anything beyond 60fps, the human eye can't tell the difference. Anything below 60fps, the human eye can see the differences.

Ideally, you want your fps to be 60+fps, preferably 90-100+ fps so that if any dipping occurs, it hopefully won't dip below 60 so you don't notice it.

I can't stand RYSE much anymore, it's awful to the eyes to look around in the game because of all of the blurriness and low frame rate.
 
Puppeteer?

Nah, he's banned. Plus, this guy sounds like he knows what he's talking about. From my layman's p.o.v., I'm hearing him say that higher FPS (within the same game) does not necessarily mean more controller responsiveness -- it depends on how the game is coded. Which makes sense.
 
Actually that is another sham lately by the Gaming Bullies that ruin our fine hobby. A framerate does not have to have anything to do with the controller response. It all depends on how it is programmed. Yes it would have if the controller only is checked after the start/end of each drawn frame for changes. Like how many times has button A been pushed in the time it took the system to draw this frame.

This however is not the best way to handle input, yes in the old days it might have when there really wasn't a way of having true multitasking running on your computer/console. But ever since multi core CPU's are a thing, or there are true multitasking solutions for single core solutions for single core systems. For instance when you buy a hard drive controller that isn't reliant on your CPU (rare these days, as so many SATA controllers are CPU dependant). But I'm digressing.

Now if you wish you could poll the controllers at 60hz, thus having the controller's changes read out at that framerate, if you then also update the state of the game on a separate thread. Running things like the controller, AI responses, physics calculation on a separate threads is actually far smarter to do than doing all of that after a draw cycle is complete. As such it doesn't matter if the game even runs at 15 FPS, as the input is handled separately and the graphics are only showing the state of the game rather than dictating the frequency of updates.

Now this isn't feasible for every game out there, some might actually wish for a tight coupling between the frame updates and controller input. But for most games that require speedy interaction, without having the speed of your GPU influence your game play input (like First person shooters), it is better to decouple them. So that during a small hiccup in frame rate your reflexes will still be read properly. It does however have a drawback, that if there somehow is a reason that your controler input is being read slower, like if the thread suffocates, it might appear that there is an even larger input lag ;). But since controller updates usually are not that heavy on a CPU, that almost never is a problem.
This is kind of how I've always imagined it worked. It's nice we have a source like Gaming Bullies to confirmed this.
 
Actually that is another sham lately by the Gaming Bullies that ruin our fine hobby. A framerate does not have to have anything to do with the controller response. It all depends on how it is programmed. Yes it would have if the controller only is checked after the start/end of each drawn frame for changes. Like how many times has button A been pushed in the time it took the system to draw this frame.

This however is not the best way to handle input, yes in the old days it might have when there really wasn't a way of having true multitasking running on your computer/console. But ever since multi core CPU's are a thing, or there are true multitasking solutions for single core solutions for single core systems. For instance when you buy a hard drive controller that isn't reliant on your CPU (rare these days, as so many SATA controllers are CPU dependant). But I'm digressing.

Now if you wish you could poll the controllers at 60hz, thus having the controller's changes read out at that framerate, if you then also update the state of the game on a separate thread. Running things like the controller, AI responses, physics calculation on a separate threads is actually far smarter to do than doing all of that after a draw cycle is complete. As such it doesn't matter if the game even runs at 15 FPS, as the input is handled separately and the graphics are only showing the state of the game rather than dictating the frequency of updates.

Now this isn't feasible for every game out there, some might actually wish for a tight coupling between the frame updates and controller input. But for most games that require speedy interaction, without having the speed of your GPU influence your game play input (like First person shooters), it is better to decouple them. So that during a small hiccup in frame rate your reflexes will still be read properly. It does however have a drawback, that if there somehow is a reason that your controler input is being read slower, like if the thread suffocates, it might appear that there is an even larger input lag ;). But since controller updates usually are not that heavy on a CPU, that almost never is a problem.

This was some heavy reading. Had to use some brain cells to get through it.
 
Nah, he's banned. Plus, this guy sounds like he knows what he's talking about. From my layman's p.o.v., I'm hearing him say that higher FPS (within the same game) does not necessarily mean more controller responsiveness -- it depends on how the game is coded. Which makes sense.
Agreed. A better image can make the gamer more responsive to visual stimuli.
 
Puppeteer?
Who is puppeteer? No, I just feel a bit that there are some people really overstating the importance of graphics lately on several forums on the Internet. I usually am not this serious, but really do enjoy my gaming hobby. Lately however I feel it is being run into the ground by "bullies" that tend to just feel it is needed to be complete buffoons to each other. For instance on NeoGaf the amount of people just posting animated gifs and keeping replies to two nonsensical words, while before asking an actual developer to comment on something... is just shocking.

It isn't that they should bend over backwards for them, it more is common courtesy I feel lacks a bit. It also is a bit dear to me as in my daily life I design CAD system for the glass industry and Ship Building industry. I do work quite a bit with Linear Algebra and Graphics in my job. It then is annoying that some armchair quarterbacks act like they do, and feel the need to ridicule everybody. For me graphics are to aid a game, they can be stunning sure... but often it isn't the graphically intensive effects that "stun" you, it is the well designed cheaper ones.

For instance the way Super Mario Sun Shine was able to make it's water lighting ripple as it did, by just using no textures but 2 MipMap scrolling at different speeds in different directions.. was just brilliant. Creativity is what drives the industry, not a comparison of ROP units. Even though I also feel the Xb-One is very fillrate limited, I do not see the point in acting like a jerk about it. I haven't read the internal documentation of MS her designers, and only have I seen their presentations. But to me it seems a bit like Sony did go with the better set-up in that regard. That said, I am perfectly willing to admit that in a year or so I'll be eating my words.
 
Nah, he's banned. Plus, this guy sounds like he knows what he's talking about. From my layman's p.o.v., I'm hearing him say that higher FPS (within the same game) does not necessarily mean more controller responsiveness -- it depends on how the game is coded. Which makes sense.
Indeed, it all comes down to how often you poll the input from the controllers, or have it generate an interrupt each time there is a state change. However that all comes down to how the game was coded.
 
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