Gran Turismo 5 drops below 60fps - Kaz 'begs forgiveness'


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I can tell the difference between a game being released and a game not being released.

:star: :star: :star: WINNER :star: :star: :star:

:laugh:

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We don't need another delay announcement seeing as we don't have a date to delay from, lol.

So they'll delay the announcements now?

Amazing :laugh:

"We just can't get the right words out onto the paper! Give us another 3 weeks? kthx"

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I thought the human eye couldn't tell the difference after 30 FPS? As long as it stays above that then who cares. If it drops below then that may suck.

The human eye could easily tell the difference between 60fps and 30fps.

you can definitely tell the difference between 30 and 60 fps. The whole "human eye can only see 30 fps" crap is a myth.

http://www.cookieofdoom.com/2009/07/01/busting-framerate-myths/

The eye registers about 30 unique images a second, give or take a few. Like film however, the eye creates an image form that whole 30th of a second. which is why film won't lok any better in 60fps than in 30.

a game however, renders 3 times a second, and it renders everything EXACTLY as it looks in that one millionth of a second,there's no motion blur involved. because of this, the eye will see the "choppiness" of movement between the frames. but it doesn't register more than 30 anyway. by rendering 60, the eyy/brain, will see ~2 frames for each registered image, smoothing out the movement significantly.

proper 3D rendering motion blur (not the crap used in games) actually do this, render 3,5,7 or sub frames for each frames, essentially rendering every frame multiple times. then it merges them into one image, sometimes with some morphing to smooth it out even more.

30fps games today, often use fake vector motion blur to get the same smooth effect without going up. while simple crap vector based blur is "cheap" to use, it's not cost effective as far as rendertime to combine it with 60 fps rendering. and I'm talking about motion blur that is so slight you won't even see it here. Not the over the top motion blur used in games to indicate you're turning really fast (AvP did this, among others) or moving really fast in car games. same principle though. just longer timescale on the blur.

So to sum up, you don't really see 60hz, but you can see the difference between 30 and 60 hz, But you don't see the 60 unique frames, well you see them but you don't register them as such.

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I swear I've already read

somewhere before in the last few weeks, so this can't be new news, lol.

It's not new news at all, in a breakout session @ the Tokyo Game Show all he said was

Yamauchi admits that, in certain situations ? such as standing race starts in the rain with 15 other cars on the screen kicking up spray in front of you ? the game may not be able to hold 60FPS. Otherwise, it will strive to hold 60FPS as often as possible.
and they took his words out of context adding the (Begs For Forgiveness) part, you can find all the details here @ GTPlanet
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It's not new news at all, in a breakout session @ the Tokyo Game Show all he said was and they took his words out of context adding the (Begs For Forgiveness) part, you can find all the details here @ GTPlanet

Ummm... apparently it's from an interview he gave to PSM3 Magazine which will come out soon. He's probably repeating the basic premise but this is a new interview where he does beg for forgiveness, even though it probably sounds weird because of the translation.

Speaking to the new issue of PSM3 magazine in a must-read 10-page GT5 feature, Yamauchi said that frame-rate was a "major issue for us in GT5".
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It's not new news at all, in a breakout session @ the Tokyo Game Show all he said was and they took his words out of context adding the (Begs For Forgiveness) part, you can find all the details here @ GTPlanet

Yup, this.

There is an official topic as well you know -_-

<Snipped>

Edited by Anaron
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Yup, this.

There is an official topic as well you know -_-

You posted 20 minutes after my reply, but I bolded the important part just in case you missed it.

And since you can create new topics about GT5 (such as the reason it was delayed) I figured so could I. :D

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The eye registers about 30 unique images a second, give or take a few. Like film however, the eye creates an image form that whole 30th of a second. which is why film won't lok any better in 60fps than in 30.

a game however, renders 3 times a second, and it renders everything EXACTLY as it looks in that one millionth of a second,there's no motion blur involved. because of this, the eye will see the "choppiness" of movement between the frames. but it doesn't register more than 30 anyway. by rendering 60, the eyy/brain, will see ~2 frames for each registered image, smoothing out the movement significantly.

the difference between 30fps and 60fps still matters in terms of having your inputs being delayed by 1/30th of a second or 1/60th of a second

you wont see the individual frames at 60hz, but you will still 'feel' the lag between what you are doing and what you are seeing

during a replay, with suitable amounts of motion blurring and post processing, you can even have it run at 25fps which is the same as TV shows and it will not matter, but the delay between frames will be unacceptable for gameplay

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They've travelled past the point of no return in the pursuit of the perfect racing game, and now unless it's perfect in every tiny way it should be considered a failure. The constant delays are inexcusable, when a really really good game could have been released, and then patched later into perfection.

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