5 ms·
In games it is far more important that performance be consistent than that it is be better on average. Spikes in performance mean hitches in the presentation.
by corysama 6y ago
In games it is far more important that performance be consistent than that it is be better on average. Spikes in performance mean hitches in the presentation. Hitches are terrible user experience. Better to run a solid 30 fps 100.0% of the time than to run 60 99% of the time and hitch every 2 seconds.
- cma 6y agoHitches are still bad, but consistency is less needed with variable refresh rate monitors. Also, battery life/power usage is an important factor that can push you away from focusing only on consistency.
- smaddox 6y agoVariable refresh rate monitors don't solve hitching due to variable computation. In order to render an animation smoothly, you have to know precisely when a frame will be displayed ahead of time, so that you can render the simulation precisely at that point.
- cma 6y agoI suppose if you know UI cache of some element will be invalidated this frame you can inject a delay up to expected upper bound in frame time increase it will cause and artificially hold back next frame flip by a variable amount if it takes less than the max expected delay. It could be tricky to get that from the GPU with all the queuing it can potentially do and stuff though.
- milesvp 6y agoSomething that people don’t realize is that standard deviation in framerate trumps frame rate in perception of smoothness of animation. It’s something that NaughtyDog has blogged about, and something really well known in the Amiga demo scene. I’ve seen 8 fps marquees that looked smooth as silk the frame rate SD was so low. It’s amazing what the brain and eye tracking will do to make things look right.