3 ms·
You'll never get an absolute number for this as humans don't see in 'frames'. I would assume his numbers would include motion blur as that effect is not only i
by mbell 15y ago
You'll never get an absolute number for this as humans don't see in 'frames'.
I would assume his numbers would include motion blur as that effect is not only important for 'smoothness' but also for giving a realistic feeling of movement and rotation when translated to a stationary display. If the 'player' spins around quickly you've got to blur it regardless of framerate or it just doesn't look right.
- corysama 15y agoI was recently egged into digging up hard numbers on this subject. Here's my post: http://www.reddit.com/r/gaming/comments/p4lrj/paradox_interactive_developer_24fps_is_fine_for/c3n3oto http://www.reddit.com/r/gaming/comments/p4lrj/paradox_intera... Short version: Min to simulate motion:~10Hz. Min to stop noticing flicker:~60Hz. Diminished returns on immersion:~72Hz. Limit on ability to flick your eyes and still see temporal aliasing:~2000Hz