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>> No.9944683 [View]
File: 547 KB, 1094x1080, DKB-Do-It-Yourself-S01E06-1080pHEVC-x265-10bitMulti-Subs.mkv_snapshot_12.34_2023.01.08_20.59.20-min.png [View same] [iqdb] [saucenao] [google]
9944683

>>9944456
The problem with low fps was and has never been choppiness, it's the input lag that it adds. The game can only start an action when it starts a frame so, 20 frames per second can add 50ms of input lag. Animation choppiness can be stylized (just look at how anime runs with limited animation), but you do not want choppiness in your inputs, so to speak.

Worse, low frame rate produces the worst kind of input lag, inconsistent input lag. If your button press is right before a frame it is more instant than if you pressed it farther back between frames. The brain can account for a consistent delay, the delay in our peripherals can feel unnoticeable. But it cannot "bracket off" a delay that is random, the alignment of your inputs with the games clock rate is essentially random. High frame rates make input misalignment have less wild variance. In theory a game could render at a modest frame rate and run its logic/inputs at a more snappy frame rate, but I don't really know any game that has tried to decouple these.

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