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[–] 2 points 1 month ago (12 children)

How many FPS does it take to satisfy the human eye? Why would adding more than that matter, if there is a limit? Is it just the puffery of salesmanship?

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  • [–] 8 points 1 month ago

    For many games the lower limit is 30 FPS for it to feel not like a slideshow. 60 is considered mostly smooth. Up from that it will feel smoother a nice achievable swetspot is 90-120 FPS. Everything above that is only really useful for esports.

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  • [–] 6 points 1 month ago* (4 children)

    It depends on the person and the application.

    For most people, when it comes to film, 24 frames a second is the minimum necessary for it to be perceived as fluid motion.

    With a video game, where the user controls the input, 30 frames per second is typically the minimum target necessary for fluid motion; but personally, I only see it become truly fluid at 60 or more.

    You can certainly see a lot more than that and reality doesn't really operate on frames per second, so there's no way to know how many FPS becomes more than you'd ever perceive.

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  • [–] 1 point 1 month ago (2 children)

    Something to think about. What I'm getting is FPS for analog and FPS plus "refresh rate" for digital.

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  • [–] 2 points 1 month ago* (last edited 1 month ago) (1 child)

    Refresh rate and FPS are basically the same exact thing but one is the GPU and the other is the display, and it's a thing on analogue displays, too. CRTs actually have a higher refresh rate than modern displays as well as near infinite resolutions.

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  • [–] 6 points 1 month ago (1 child)

    It depends on the game.

    Chess is playable on 1 FPS, Snake and Pong are probably playable at 10-15 fps, most games where you move your character are playable with slowdown around half speed (30 FPS), and slowdown is hardly noticeable on the 50 FPS column unless the game is very time-precise or it's being speedran

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