still every so often think about having played hyper light drifter pre 60fps patch and how what i really played was myself
also i donât believe rudie
I made a game that ran at 24fps once.
People who dislike playing video games competitively mocking folks who care about things like framerate and input lag and resolution really crack me up.
Like, if Iâm in a noise band itâs probably cool if my guitar doesnât stay in tune but in any other context it sure makes things more unpleasant and difficult.
well, yes, this hobby has a very complicated relationship to obsessives
I think thatâs unavoidable
not being able to hear dialogue in tv and film because itâs assumed everyone has some ridiculous 7.1 setup fucks me right off
Iâm looking for a metaphor to get this across - jump out of skin, nails on chalkboard - but out of tune instrument also hits the idea of input. If the machine is not providing consistent responses to my inputs it is viscerally upsetting.
Itâs not about overall fidelity - Nintendo stuff on the Wii U and Switch is great with the exception of BotW.
Holy shit. When I have subtitles on and a subtitle appears and thereâs no audible voice coming from my 2-channel stereo TV I get fucking livid.
That should be an incorrect setup problem; everything should downmix to whatever your actual speaker setup is, including if itâs mono.
Iâm happy with how dynamic audio mix controls have spread in the last decade â theyâre usually labeled as âTVâ, âHeadphoneâ, âSpeaker Systemâ, or the sensual, âMidnight Modeâ in some. Takes advantage of the audio processing a computer can do (on recorded stuff, you have to lean on your TV or player to do âdynamic mixingâ, which will offer these days, if youâd like to compress the mix).
I think thatâs a reasonable metaphor for the difference between the rabid FPS hounds and the standards of mastery and technical work that goes into presentation; thereâs a body of knowledge that exists and is needed to produce this to a more precise level, and then thereâs the half-true information that filters into people with more energy and anger than sense.
And the way people can teach themselves aesthetic values based on a misunderstanding
Preferred arc of format that leans into aesthetic or varying taste, obviously we have subjective degrees of fuzz and clarity. Emulation enhancements or fine tuning of shaders are like an entire meta projection of this.
My eyes just roll backwards out from their sockets into a bowling bag when you see someone imply itâs all made up just for a sense of prestige bullshit. Elitist pressuring is bad, but if youâre in any scenario sifting through the qualities of x, everyone has their base standard of measuring and definition involved, ideally flexible.
and yeah high framerate has been a core foundation of a lot of The Best Shit like q3a, sega arcade games (excellent example thanks @doolittle) etc.
but at the same time i mean, i fuckinâ love demonâs souls and itâs a really boring thing to build a personality around
60fps Youtube videos freak me the hell out like theyâre reverse stop-motion animation
Thank you and goodnight
I think its born from two things:
- We are in an era of HD and generally pretty potent hardware, even for consoles. Compared to previous generations, current consoles are way more powerful than ever. Such that, we have the luxury of caring about framerate. Back in the PSX and N64 days, we didnât really have the resources for games to always be âgoodâ on framerate. Its just the way it was and we were used to it. In example, I was recently surprised to find out that Goldeneye 64 spends a ton of time under 20fps. It wasnât until the days of 360 ports of games Vs. PS3 ports of games, that framerates really started to become mainstream. Because for the first time ever, there were "betterâ versions of games available. With Goldeneye, there was never a faster version available. So no one ever talked about it.
So thatâs what I think, for point 1.
- On the tech savvy side or actual technical editorials: A few years ago there was sort of a renaissance and marked change in how framerate is generally talked about. You see, AMD had a real big problem at the driver level. Its was a fundamental problem with their driver stack, which affected virtually their entire suite of graphics cards. (its a problem which they fixed or at least improved a hell of a lot, BTW).
Even though framerate monitors such as FRAPS or MSI Afterburner were reporting âgoodâ framerates: games still felt bad. They didnât always look or feel smooth. Sometimes it was so bad and so apparent, it would be known as hitching or micro-stutters. Which was an actual thing. Not just made up by some over analyzing nerd. This is pointing to a much different problem than this scene is too demanding, so the framerate is lower.
Certain benchmarks or other programs which visually plotted framerate in a visible graph, would show these frequent dips. Even though the average framerate reported was âgoodâ.
So what was going on? It turns out, average framerate isnât the only thing we should be concerned with. And these visual plots are an indication of this.
Frame times (also referred to as frame pacing). How many milliseconds does it take for each frame to be completed and sent to your framebuffer? AMDâs problem got the entire industry educated on frametimes. Now its often talked about generally. And some review sites actually have a standard way of testing it for their reviews. Turns out somebody at Nvidia had developed a special tool for it called FCAT. But even FRAPS will spit out frametimes in a report. I think FCAT is regarded as the most accurate way, but FRAPS is still pretty good. But nobody really âknewâ about it.
If we evenly split 60 frames per second, you have about 16.7 milliseconds per frame. This also relates to input lag. Your inputs fit into the frametimes.
In reality, no average framerate is gonna be a perfect split of 16.7 milliseconds. Because the demand of what needs to be rendered is constantly changing. Some frames are just really easy to deliver. So some reviewers have come up with the â99 percentileâ where they show the average time of delivery for 99% of the frames. The smaller this number is, the better.
If you look at this page for a specific test in Far Cry 5
Both the non ti 2080 and the Radeon VII deliver an average of about 60fps in this Far Cry 5 test. However, if we look at the 99th percentile, a much different picture emerges:
The 2080 has 99% of its frames coming in at about 21ms. If all frames were 21ms, youâd be looking at about 48 frames per second. So in this case, the remaining 1% are quick enough that the average framerate is still 60fps.
For the Radeon VII, 99% of the frames are coming in at about 32.8ms. If all frames came in at that speed, we would be looking at 30 frames per second. Again, the remaining 1% are fast enough that the average is 59 frames per second. In this case, the Radeonâs 1% has to be relatively a lot faster, to equal the same average framerate.
SoâŚwhat? Lets talk about input lag again. For 99% of a second the quickest the Radeon VII can update, is 32.8ms. Whereas the 2080 is much faster, at 21ms. The 2080 is going to feel faster. In this particular case, for 99% of a second, the Radeon VII feels like a 30fps game. Even though a framerate monitor says 59fps. Thatâs really bad. Comparatively, the 2080 feels like 48fps, for 99% of a second. Thatâs much better.
This data also means that the 1% frames for the 2080 arenât going to feel as different, relative to the other 99%. Whereas with the Radeon, the 1% are going to feel relatively much quicker. So the 2080 is also going to feel smoother or more consistent.
**Keep in mind, this is one example. Iâm not in this moment trying to say that Nvidia is better than AMD. However, a person may come to a preference for a brand, by looking at data across several games at several resolutions, etc.
This knowledge of frametimes has crept into general public knowledge. So we occasionally see talk about it. A good example would be the Souls games by From Software. Their console ports are notorious for frametime/frame pacing issues. With noticeable stuttering and hitching. Even though an average framerate report would say âlocked at 30fpsâ. People would feel it anyway. But now they have commons terms to talk about it, which actually refer to real technical stuff. Not just âman this game really stuttersâ.
If you wanna deep dive on frame times, read more here:
Hello everyone I love stable frame rates but I am too bored by the idea of arguing about it with people so youâll just have to put up with my opinion ok bye
HDR on projectors is tough because thereâs no real local light control so itâs just tone-mapping the image with metadata. Hence, darker, probably washed out colors too.
How do I setup the sound on my old plasmaâs built in speakers so music and effects arenât three times as loud as dialogue
yeah to make HDR movies look good without being washed out or hard to look at I have to both turn the setting up from âstandardâ to âbrightâ and turn off the eco mode/dynamic black or else the bright setting crushes them.
it works, but compared to my newfound oceans of film grain itâs not as immediately effortless. âyou need to turn off the eco modeâ is probably a fair situational thing tbh it just grates
Best bet is probably a ânight modeâ or other lower dynamic range setting on the input device, not the TV if itâs old.