The thing most noticeable about FPS is not when it's high or low, but when it changes back and forth. There's a reason most modern games have an FPS cap option, and when you're used to stable high FPS, sudden drops are very noticeable and jarring.
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- A low framerate is not a problem.
- A high framerate is not a problem.
- A framerate changing from low to high is not a problem.
- A framerate changing from high to low is absolutely unquestionably a problem.
A framerate changing from low to high can be a problem in games where the physics engine is tied to framerate. This is less common nowadays, but there are a lot of older games that have an issue when played at higher than 30 or so fps.
Character: Coughs in Skyrim on a modern PC Skyrim: To the moon with you!
From personal experience, I prefer a high FPS and refresh rate for PvP games. But I definitely feel diminishing returns for perceived smoothness as I went from 60 Hz to 144 Hz to 240 Hz. For other games, as long as the frame rate is stable it's fine. I absolutely hate VSync for any game though. Input lag is gross.
Personally
Low FPS when consistent is perfectly good
Examples being movie (23.9 something FPS) and Anime (anywhere from 24 down to 3 depending on budget scene and style)
For games its a interactive medium so if you are not bang fucking on 33.333ms (30 FPS) or more preferable 10.0ms (100 FPS) it will feel so much worse than any static content that I don't interact with
I am perfectly fine playing turn based strategy games at lower fps but the moment one needs reactions 60fps is bare minimum
100%, I can get used to Bloodborne at 30fps but I'm never happy with it. It's painfully noticeable when trying to react to attacks where split seconds matter
I've played so much on lower end devices growing up, a stable 20 is fully playable. Even played some games dipping into single digits. 30 is buttery smooth. I can't tell the difference above that.
I can never tell the difference when it goes up, but down is a bad feeling.
Quality Shitpost, 10/10 120fps.
Also, an unpopular opinion post.
fps dips to 43 every time there is an explosion
As an old timer, the frame rate thing goes over my head. When I played games we had to choose between the mouse or sound as the computer have very little ram, also most games were under 60 fps
I find those FPS laughable. They winch and bemoan when their rig can't throws hundreds of frames per second on their screen. My nephew for example got to play for a while the switch 2 and Mario Kart World. When I asked him if what framerate he plays this game at (handheld mode) he was quite insistent that its 120 FPS...
Yeah the switch 2 couldnt play that game in 120 fps at that time in handheld mode (I believe it still cant). Its all just marketing and self suggestion.
why do you doubt it? the switch 2 has better hardware than the first switch
Doubt? I didnt doubt it, I knew it. And better hardware? Only slightly according to specs (and no OLED screen)
there might be more, but the only games I can think of that have 120 fps in handheld are metroid prime 4 and hades 2
I mean it is pretty rough if you're used to playing at higher FPS, it's quite a difference.
Humans can't perceive the difference past around 40.
However in a laboratory setting with a high intensity light, humans can perceive up to 60 fps. Past that and there is no ability to perceive more frames than that.
It's a biological limitation.
No human is capable of exceeding it.
You might say "I can tell when it's 40 compared to 60" Or "I can tell when it's 60 vs 120"
Yes and no. The issue isn't frame rate causing a difference in perception.
It's other issues/articacts caused by frame rate variability and the refresh rate of the monitor. Bluring and out of sync refresh rate between monitor and computer
Like screen tears. Weird motion bluring.
These things can be fixed by using vsync
Infact these problems are more common with high fps.
Stuttering is also a problem which occurs when frame rate drops very fast to numbers at or below 20. Where humans can definitely see individual frames.
Also sometimes called "lag". Because image frames persist too long past an action in the game where it's difficult to tell what's happening at the moment.
https://en.wikipedia.org/wiki/High-motion https://en.wikipedia.org/wiki/Screen_tearing#Vertical_synchronization
If its consistent it can go real low depending on the style of the game. SNES ran 50fps and it was perfectly fine, because the action tended to be slower and you weren't trying to focus on tiny details because it was all pretty bright and blocky.
I couldnt play Avowed on the Series S because it made me physically sick to turn the camera.
If I'm going to play a game I want it to run well. I don't want hitches, frame drops or other issues.
I tolerated them when I ran on a budget laptop, because it was going to happen. I have a beast of a computer now and I'll be fucked if it's not hitting 120+ basically everywhere.
We’re personally still fine with 30 fps (hell, most yt videos are shot in 24fps and old anime’s are 12fps) tho our laptop (a shitty cheapo MSI one before the ram crisis) bounces between 60 and 120fps and we just don’t care
As someone with a 500hz oled, i panic under 120. 120 is playable, but i usually try to get at least 100 base with 500 after mfg. It's butter smooth. Even 240hz looks bad after playing at 500.
You "panic"? Wtf dude?
You might have autism. Just fyi if you are just figuring that out.
tell me more.
Low FPS with frame gen sucks because the input latency.
Once you're making 120FPS natively, the additional input latency is under 8ms and it gets even lower as you increase frame rate.
That's how it works yup
so?