We now have games with 30 and 60 fps options. Someone somewhere must have stats on which option gamers are using most.
We now have games with 30 and 60 fps options. Someone somewhere must have stats on which option gamers are using most.
I despise framerate interpolation on TVs, because it keeps breaking. You're watching a smooth video at some point (on movies it makes it look like Video - yes, I'm one of those - but on some stuff smoother == better) and then it suddenly drops down to 30 fps judder. The constant breaks are worse than sticking with 30 fps from the off.From a brief skim of the article, it seems that they use tech similar to the frame interpolation in TV's.
Which is why it should be done within the game engine where you can either predict object locations or truly rerender them in right positions with reusage of shaded samples.I despise framerate interpolation on TVs, because it keeps breaking. You're watching a smooth video at some point (on movies it makes it look like Video - yes, I'm one of those - but on some stuff smoother == better) and then it suddenly drops down to 30 fps judder. The constant breaks are worse than sticking with 30 fps from the off.
And also some really dislike alias related artifacts or softness compounded that mainstream TVs are 4k these days, which in turn pushes up the dynamic resolution as much as possible with TAA and requiring for a stable-smooth presented framerate locked to 30fps within the rendering engine rather than pushing for an unpredictable 60fps; something I remember Sebbi was quite passionate about.I despise framerate interpolation on TVs, because it keeps breaking. You're watching a smooth video at some point (on movies it makes it look like Video - yes, I'm one of those - but on some stuff smoother == better) and then it suddenly drops down to 30 fps judder. The constant breaks are worse than sticking with 30 fps from the off.
Would be less of an issue if VRR was mainstream within TVs and critically both console manufacturers, but that is not anytime soon, not sure one could even call it mainstream with PC gaming.
While that certainly makes the presentation smoother, it still does nothing for variable control response. VRR, IMO, should die and developers should put more development effort into variable resolution with a fixed framerate (preferably minimum 60 FPS).
Then again, I'm obviously biased as I absolutely hate variable control response in games. Just going from 60 fps to 50 fps induces (to me) a rather noticeable change in how the game responds to my control inputs. That's with VRR when I still had my Radeon 290 and could use AdaptiveSync on my monitor. SIDE RANT - I really wish NV would get that stick out of their arse and support AdaptiveSync already, even if I'd only use it to make occasional use of it. I'd still adjust settings in games for 60 FPS but even then it still occasionally (1-3% of the time) drops below 60.
Regards,
SB
Isn't AdaptiveSync exactly VRR?While that certainly makes the presentation smoother, it still does nothing for variable control response. VRR, IMO, should die and developers should put more development effort into variable resolution with a fixed framerate (preferably minimum 60 FPS).
Then again, I'm obviously biased as I absolutely hate variable control response in games. Just going from 60 fps to 50 fps induces (to me) a rather noticeable change in how the game responds to my control inputs. That's with VRR when I still had my Radeon 290 and could use AdaptiveSync on my monitor. SIDE RANT - I really wish NV would get that stick out of their arse and support AdaptiveSync already, even if I'd only use it to make occasional use of it. I'd still adjust settings in games for 60 FPS but even then it still occasionally (1-3% of the time) drops below 60.
Regards,
SB
Well that is why 120/144Hz/etc Gsync or Freesync monitors with the right GPU is popular with those using them, you get the best input response possible with the VRR.How much can be decoupled in terms of framerate?
For example: with the X1X version of Hitman, there's a 60fps mode where IIRC the character animations update at 30.
Can that be taken any further with any other aspects?
Incoming possible stupid question alert
Could control input be decoupled from rendering output? E.g. controls update at 30/60fps, whilst the image is subject to the vicissitudes of VRR?
It is, and has been for many years. You run your physics and game logic on a framerate independent loop and parallel to that create a visual sampling of the universe for the output. Some games (racing sims) update physics a couple hundred times a seconds. I think you'll be hard pushed to find any game where the input isn't a solid 60 fps. Of course, if the output varies, seeing a little variation between pressing a button and the animation changing may give the impression of input lag.Could control input be decoupled from rendering output?
It is, and has been for many years. You run your physics and game logic on a framerate independent loop and parallel to that create a visual sampling of the universe for the output. Some games (racing sims) update physics a couple hundred times a seconds. I think you'll be hard pushed to find any game where the input isn't a solid 60 fps. Of course, if the output varies, seeing a little variation between pressing a button and the animation changing may give the impression of input lag.
Definitely interested to hear examples of games Silent_Buddha feels have input tied to frame updates still.
It is, and has been for many years. You run your physics and game logic on a framerate independent loop and parallel to that create a visual sampling of the universe for the output. Some games (racing sims) update physics a couple hundred times a seconds. I think you'll be hard pushed to find any game where the input isn't a solid 60 fps. Of course, if the output varies, seeing a little variation between pressing a button and the animation changing may give the impression of input lag.
Definitely interested to hear examples of games Silent_Buddha feels have input tied to frame updates still.
That is an interesting point.The control input, feedback loop. You do a control and you see the result. Even if control response is independent of framerate, the feedback is still entirely dependent on the framerate.
Basically all shooters and racing games will suffer from it. At 60 FPS, the scene will move X units of measurement in 1 frame. At 50 FPS the scene will move Y units of measurement in 1 frame. Those frames also don't take the same amount of time, obviously. If the framerate varies that means what I see as feedback to my control inputs changes constantly.
..........
So, for example in the past I could do a controlled 1-180 degree turn in 1 frame (1/60th of a second) and be able to shoot anything I see in that frame in the next 1-2 frames. That relies on controls being tuned such that every frame of every movement is predictable and repeatable. While I can still do the 1 frame turn, I no longer have the reflexes to respond and kill whatever I see in the next frame. It now takes me a few frames to do a precision shot. VRR makes it impossible to even do the first part, a controlled 1-180 degree turn in 1 frame.
As such I always shoot for a locked 60 FPS as much as possible.
The only place where VRR would be of benefit to me in any way is that I could up settings so that instead of the game being 60 FPS 99% of the time, perhaps I'd go as much as 60 FPS 95% of the time. It'd still be slightly annoying on occasion, but at least the VRR would make the presentation remain smooth without tearing.
Regards,
SB
That is an interesting point.
Are you basing this upon your experience with the 290 and Freesync, also depends upon the monitor?
It feels in your example is jumping from say 40fps to 60fps rather than say 50-60fps range with current VRR; a lot of this comes down to having even higher refresh monitor/TV due to the improved and better cycle scan-out per frame, which should overcome this challenge.
Even with 60fps many console games drop below the 60fps by 1-5 frames and so doubling input lag, which also kills competitive gaming.
I appreciate it comes down to personal preferences and quite subjective and yeah there is a balance to both frame-pacing within games and VRR.
Modern games with 30fps frame pacing controlled by the rendering engine quite often cannot even sustain 30fps, only a rare few have this implemented incredibly well.
Separate point most professional gamers with CSGO play with Vsync OFF and this breaks the input to frame display anyway, but provides the best input lag.
BlurBusters generally suggest a VRR 240Hz monitor-solution for E-sports quality gaming.
Edit:
I assume one factor VRR could not overcome with your example is overshooting the turn due to such a large spike occurring when starting the turn.
But even with engine render frame-pacing it is difficult to design a game to not end up with intermittent large frametime spikes, which would also impact your example.
While that certainly makes the presentation smoother, it still does nothing for variable control response. VRR, IMO, should die and developers should put more development effort into variable resolution with a fixed framerate (preferably minimum 60 FPS).
Then again, I'm obviously biased as I absolutely hate variable control response in games. Just going from 60 fps to 50 fps induces (to me) a rather noticeable change in how the game responds to my control inputs. That's with VRR when I still had my Radeon 290 and could use AdaptiveSync on my monitor. SIDE RANT - I really wish NV would get that stick out of their arse and support AdaptiveSync already, even if I'd only use it to make occasional use of it. I'd still adjust settings in games for 60 FPS but even then it still occasionally (1-3% of the time) drops below 60.
Regards,
SB
It is interesting and good point he raises that shows how perception and associated sensitivity is not the same for everyone; as an example I am really sensitive to input lag and stutter so VRR works great for me and so never really put much thought to those in his situation, one of perspectives.Damn, you are that sensitive to framerate changes that a difference of 3.4 ms bothers you?
I am definitely not envious of your circumstance. LOL.
I am going to start a variable framerate desensitization program. Program takes 30 days. It involves strapping a gamer to a chair and forcing them to game 18 hours a day where framerate constantly change using a range of 5 fps to 25 fps.
You should sign up. By the time I am finished with you, 30 fps console gaming will be like a miracle from heaven.