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Old 07-Nov-2004, 11:16   #1
gazsux
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Default Definition of interactive and real-time frame rates

Hey,

Recently, i've been researching various shadowing techniques. Some of which claim to produce results in interactive or real-time frame rates. However, when you view the stats about these rates there seems to be considerable overlap and confusion between was is considered interactive and real-time.

Does any know of themselves or can link sources listing guides/material covering definitions of interactive and real-time frame rates?
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Old 07-Nov-2004, 12:44   #2
Nick
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Interactive is anything where you can interact with the system. Surfing the web is interactive. But it depends on the situation what is really considered an acceptable interation rate. For most graphics I'd say 2 frames per second is the bare minimum. That's what a doctor would need to do a visually assisted operation. When a paper claims the algorithms work at iteractive rates, it mostly doesn't mean it's suited for games. I think most call 8 frames per second interactive, although lower is possible too.

Real-time is very different. It's the point where it becomes hard to 'capture' the individual images separately. This starts at 8 frames per second, but 24 is mostly regarded as smooth real-time rendering. When higher framerates have been reached, they'll probably mention it instead of keeping things vague...

Anyway, yes there is overlap and confusion. These terms are just subjective human perception and not determined scientifically, as far as I know.
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Old 26-Nov-2004, 15:10   #3
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As Nick said, the exact position of the border is subjective. I'm not aware of any "standard" value over which the industry would have agreed, but FYI (and if my memory serves me well) Microsoft defined in at least one presentation real-time as 10 fps and above.
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Old 27-Nov-2004, 00:42   #4
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Quote:
Originally Posted by Remi
As Nick said, the exact position of the border is subjective. I'm not aware of any "standard" value over which the industry would have agreed, but FYI (and if my memory serves me well) Microsoft defined in at least one presentation real-time as 10 fps and above.
Yep, I seem to recall something to the same effect that 10 fps is the minimum.
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Old 07-Dec-2004, 21:26   #5
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Quote:
Originally Posted by MasterBaiter
Quote:
Originally Posted by Remi
As Nick said, the exact position of the border is subjective. I'm not aware of any "standard" value over which the industry would have agreed, but FYI (and if my memory serves me well) Microsoft defined in at least one presentation real-time as 10 fps and above.
Yep, I seem to recall something to the same effect that 10 fps is the minimum.
nah, i'd call slightly less than 10fps still playable.
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Old 11-Dec-2004, 08:31   #6
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Quote:
Originally Posted by Sage
nah, i'd call slightly less than 10fps still playable.
Only if you're a masocist!
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Old 11-Dec-2004, 14:10   #7
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Quote:
Originally Posted by Sage
nah, i'd call slightly less than 10fps still playable.
Depends on the type of game...
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Old 11-Dec-2004, 16:14   #8
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Originally Posted by Hyp-X
Quote:
Originally Posted by Sage
nah, i'd call slightly less than 10fps still playable.
Depends on the type of game...
true, online FPS's i need more than that. I'd say 20 or 30.
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