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I don't stereotype. Clearly the person who made that statement has never played a video game with FPS greater than 100. You can distinctively tell the difference.

60 FPS is an incredible achievement for the iPhone, even for a tech demo.

You misunderstood. Elaboration...

You must be prone to stereotyping because you play video games competitively.
 
You misunderstood. Elaboration...

You must be prone to stereotyping because you play video games competitively.

I am not stereotyping anyone. I am giving my experience as to how I can recognize the difference between 30, 60, 100, etc.

You are stereotyping me right now because I play games competitively.
 
I don't think this is possible with the average skills of an iPhone developer.

Id is known for licensing out their game engines so this will likely be within the reach of other iPhone developers, at least the ones working for game companies, at some point in the future.
 
No, its around 120 FPS, but after a few hours, chances are you'll become dizzy.

The eye is a complex analog systems. That has different speeds for different types of processing. Most high order processing happens in a very slow range of 4-8Hz.

You get higher speed for motion detection and flicker detection. Typically considered to be around 60Hz in humans.

A good paper on the topic is here. But you need to pay to read it.

http://www.sciencedirect.com/scienc...d=115085&md5=56c08f448731889910bbdb2e0a9998e4

Flicker detection is this easiest thing to detect and the fastest thing we can process. After this there is no real visual benefit for higher fps. The point where flicker disappears is called the Flicker Fusion threshold.

It is considered to be on average about 60Hz(Humans), 100 Hz or higher in birds, 300 Hz in flies.
http://pages.cthome.net/rwinkler/fff.htm

120fps is in use a lot because it is double 60 Hz and 5 times 24 Hz. It first showed up in TVs to let them play back 24 fps movies with the same frame length per frame, while also playing back 60 Hz material evenly.

60Hz (24fps) 3:2 playback: = 50ms/33ms/50ms/33ms ... (this is judder that videophiles complain about)
120Hz (24fps) 5:5 playback: = 42ms/42ms/42ms/42ms .... (even playback length)
 
This is pretty darn impressive! Being able to "kill anything done on the Xbox or PlayStation 2", and have some potentially great FPS controls with the gyroscope should result in some great new games.

The article says it would "easily run on the 3GS", but is the author speculating or did Carmack actually say this? I watched the video without sound so couldn't tell.

It looked impressive enough that I was wondering if that lighting was actually real-time. Since this is Carmack I would assume that it is, he wouldn't resort to trickery.
 
I believe having a Bioshock port with graphics as such would just be too orgasmic on epic proportions that our minds would instantly be blown out.

If you think that's good, just wait until you have sex with a girl/guy!!1!

amirite?
 
What is truly beautiful when you look at a few announcement id made about their engine, is that it's shaping to be very scalable.

Some previous demos were shown on a mac running as a single thread process, and now they say they're harnessing multiple core processors and openCL and using virtual texturing, and the same principles for models.

id software seems to be ready for the next years of gaming with an engine optimized (unlike valve old source engine that was translated to openGL but not much else) and scalable from small phones to multiprocessors workstations.

Really impressive.
 
I can't picture him doing this without inline assembly. I can't picture Apple letting a developer use inline assembly. This sounds like something he could run on his own phone or a jailbroken system. There would be very big risks if Apple were to let developers do this for software in the App Store.
 
I think you're confusing MHZ with FPS..... Even IMax Movies are only at about 70 FPS and most movies run at 32 FPS. So, 60 is pretty impressive from what I know... but I'm not an expert on modern game tech so I might be off too.

Movies look smooth with just 24 fps due to the motion blur. Games generally don't have any so they need to go much higher to feel smooth.

----------

That demo is spectacular.
 
I am not stereotyping anyone. I am giving my experience as to how I can recognize the difference between 30, 60, 100, etc.

You are stereotyping me right now because I play games competitively.

Misunderstanding, stems from the ambiguous meaning of "prone". Rephrase.

You must be susceptible to stereotyping if you play games competitively.
 
I can't picture him doing this without inline assembly. I can't picture Apple letting a developer use inline assembly. This sounds like something he could run on his own phone or a jailbroken system. There would be very big risks if Apple were to let developers do this for software in the App Store.

That would be priceless if Apple would reject iD. Resulting in everyone jailbreaking their iPhone to load it via Cydia
 
No. Human eye can see a lot faster than that.

Wow! I'm convinced!

Too bad the technology doesn't exist to allow a poster to provide a "pointer" (or "link"), to the information that would back up his vague assertions.
 
What is truly beautiful when you look at a few announcement id made about their engine, is that it's shaping to be very scalable.

Some previous demos were shown on a mac running as a single thread process, and now they say they're harnessing multiple core processors and openCL and using virtual texturing, and the same principles for models.

id software seems to be ready for the next years of gaming with an engine optimized (unlike valve old source engine that was translated to openGL but not much else) and scalable from small phones to multiprocessors workstations.

Really impressive.

Exactly.
 
Even IMax Movies are only at about 70 FPS and most movies run at 32 FPS.

Huh? IMAX movies run at the same rate as normal movies, which is 24fps. The imax film is about 70mm, and it was a big technical challenge to get such a large frame to be fed through the projector fast enough. A 48fps version was never successful.

I find it sad at movies cling to such a low frame rate. It might have played ok in the era of westerns etc but these days with the wide panning shots and scenes it just ruins the film. I mean these huh budget films take hundreds of millions of dollars to produce so it's kind of sad. I understand the reasons from a business perspective. I don't know if digital movies play at a higher rate? (wouldn't matter anyway if the original is still shot on standard 24fps film)
 
Stop this debate, that has been proven wrong so many times... The eye may not be able to see it visually, but your brain can DEFINITELY tell the difference between 30, 60, 100, 150, etc. I play FPS games competitively and I can DEFINITELY tell the difference between 30 and 100, 60 and 120, 90 and 300. Don't bother saying otherwise.

Holy Guacomole - you must be pretty annoyed by fluorescent lamps. Just a quick reminder - depending on the design of your electricity they flicker at 100 Hz or 120 Hz.
:D:D:D:D
 
wow...even though the human eye can see at around 30 fps, we still double tht...

Some people can see higher. I can see 60hz out my peripheral vision. . I have to run my monitor at 75hz or higher to not get headaches. But maybe that's different..
 
Holy Guacomole - you must be pretty annoyed by fluorescent lamps. Just a quick reminder - depending on the design of your electricity they flicker at 100 Hz or 120 Hz.
:D:D:D:D

Actually he must be a housefly. They have a flicker fusion threshold of 300Hz. In humans it is more like 60Hz.

Some people can see higher. I can see 60hz out my peripheral vision. . I have to run my monitor at 75hz or higher to not get headaches. But maybe that's different..

Yes that is completely normal. This is Flicker fusion threshold which is bang on 60Hz for most people. This is upper rate for human vision rate. By 75Hz most people can no longer detect flicker (or benefit from higher FPS).
 
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