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2012-04-27, 02:15 PM | [Ignore Me] #1 | ||
First Sergeant
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https://twitter.com/tomslick42/statu...41733933121538
Granted, we don't know the hardware specs or graphics settings... but still... Last edited by Oryon22; 2012-04-27 at 02:17 PM. |
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2012-04-27, 03:05 PM | [Ignore Me] #3 | ||
Staff Sergeant
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Well its an MMO so I would imagine it was designed to run on a wide array of machines, I don't know about triple digits but I would imagine most people would be able to run the game at a rate that is unnoticeable to the eye. Of course this is all assuming you don't have some crazy Ghost in the Shell cyborg eyes that can watch a humming bird's wings flap in slow motion and see into the ultra-violet and infrared spectrums, and I'm sure you weren't intentionally discriminated against if you do.
Last edited by lolroflroflcake; 2012-04-27 at 03:06 PM. |
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2012-04-27, 04:12 PM | [Ignore Me] #4 | ||
Second Lieutenant
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You're definitely right that they'll be trying to bring Planetside 2 to the largest number of machines possible, but I guarantee you it's going to take some SERIOUS hardware to run this baby on max settings at 60+ fps.
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2012-04-28, 04:39 PM | [Ignore Me] #6 | |||
Second Lieutenant
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The reason I'm building a machine specifically for PS2 is that I want to see what we're seeing in these max-settings screenshots, all the time and in fluid motion. I'm also going to take HD gameplay footage and put out fan videos to get even more people in on the action. |
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2012-04-27, 03:25 PM | [Ignore Me] #9 | |||
Captain
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Anyways sounds great. However I am curious what specs he has and on with settings. |
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2012-04-27, 05:43 PM | [Ignore Me] #10 | ||
Get a 120Hz monitor and you may then. 60Hz won't let you notice anything above 60 FPS.
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SS89Goku - NC - BR33 - CR5||LFO? Want help upgrading/building a new computer? Will your desktop/laptop run PS2? How PhysX runs on Nvidia and AMD (ATI) systems PlanetSide Universe Rules |
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2012-04-27, 03:25 PM | [Ignore Me] #11 | ||
Colonel
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It isnt as simple as 30 FPS. Perhaps the secret is in the "dropped frames" or something, but I've yet to see a game where I wouldnt be able to tell a world apart in 30 fps and 60 fps. Beyond 50 I dont really see a difference personally.
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2012-04-27, 03:36 PM | [Ignore Me] #12 | ||
First Lieutenant
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I can see the difference as well. Interestingly though. I can't really see any choppiness in movies that were recorded at 24fps (the old standard). My guess is that since video game fame rates are never constant, it causes a conflict with your monitors refresh rate and thus drops a frame here and there.
Interestingly, nvidia's new cards advertise the ability to slow down frame rates when the hardware is overkill for rendering certain games. I wonder if this would make for a smoother looking 30fps if all frames were delivered at precisely that rate? |
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2012-04-27, 11:47 PM | [Ignore Me] #13 | |||
Contributor Major
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This is because your eye continuously accepts input, but doesn't process it continually. Instead, the brain perceives small slices of time, and it expects objects in motion to have made an impression on the nerves in the retina at all points between the start end end of that slice of time. When a game renders crisp still images and puts them up on the screen one at a time, objects in "motion" don't move through the intervening space between their position in one frame and the next, no matter how fast the framerate is. Instead, what we do is try to speed up the framerate so you can cram multiple frames into each slice of time the brain actually processes, creating the illusion of motion. Shot footage, on the other hand is recorded in such a way that each frame of a movie or video (whether it's digital or film) has that 1/24th (1/30th if it's designed for TV) of a second captured in the same frame. This is why pausing TV or movies, even on DVD, looks blurry if it's an action shot or a fast pan. It actually IS blurry, it's just blurry in a way that your brain expects when it's being shown one frame after another. So, yeah. If game engines were written with shaders or something that could apply motion blur to individual frames, the quest for maximum framerate would be a lot less of a problem, and we could get away with movie/TV-level framerates (and lower! individuals who get bothered/notice even 20 fps when properly motion blurred are *rare* -- most people's perception limits are in the 15-17 range). The exciting thing is, I think GPU hardware is catching up to the processing requirements to make that a practical engine feature for real-time rendering, so we may actually see engines do this in the near future. |
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2012-04-28, 11:16 PM | [Ignore Me] #14 | |||
PlanetSide 2
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[ Warning - technical content below ] As for the quest for maximum frame rate ... it's really a matter of responsiveness. At 20fps the game is taking 50ms to display a frame. On your typical console (most are different in PC's in a key way, noted below) this results in about 100ms-110ms lag time between user input and action on screen. This is very noticeable. Code:
[shoot] -> [ CPU work (50ms) ] -> [ GPU work (50ms) ] -> [ Display! ] Code:
[shoot] -> [ CPU work (50ms) ] -> [ GPU queue 1 (50ms) ] -> [ GPU queue 2 (50ms) ]-> [ GPU queue 3 (50ms) ]-> [ Display! ] Code:
[shoot] -> [ CPU work (50ms) ] -> [ GPU queue 1 (50ms) ] -> [ GPU queue 2 (50ms) ] -> [ GPU queue 3 (50ms) ]-> [ Display! ] Code:
[Input (cpu 1)] -> [Game Logic (cpu 2)] -> [Physics (cpu 3)] -> [Render Magic (cpu 4)] -> [GPU Queue 1] -> [GPU Queue 2] -> [GPU Queue 3] -> [Display!] Fortunately, I haven't met any coders on FPS games who think this would be acceptable. I now return you to your regularly scheduled troll... er, forum reading.
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Opportunity is missed by most people because it is dressed in overalls and looks like work. [ I speak for myself, not my company - they speak on their own ] Last edited by CyclesMcHurtz; 2012-04-28 at 11:21 PM. |
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2012-04-29, 10:45 AM | [Ignore Me] #15 | |||
I guess making a game is similar in that respect, intelligent use of threading (and not just threading for the sake of it) must play a vital role. One question i have is with regards to frame rate, in my job i KNOW that i'm going to be afforded 40ms for all the framework, drivers and components to process everything for that frame. We have a purpose built scheduler tailored around this fact, in a game engine such as forgelight my guess is that your client side scheduler will try and be as greedy as possible with regards to framerate like a normal FPS game, taking as much CPU as possible to give the highest framerate you can.. Is this scheduling solely a reactive thing client side, or is the data received from the server (such as when you are just about to fly over a base with 300 troops in) used to project and smooth out these spikes that might cause things to slow down?
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