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Originally posted by john_bmth
reply to post by SaturnFX
Physics is physics. I'm not sure what you're getting at with "today's physics"... The laws of physics stent going to change any time soon (God forbid), nor are the technological challenge of emulating said physics.
Originally posted by SaturnFX
reply to post by roughycannon
Examples of FPS
I think ultimately we need to focus on trying to make things equal to a human eye in regards to framerate and blur overall as a decent goal.
You could possibly get things going at 200fps, but why? no chance in hell the human eye can see that
I think choppy is a bad word...however, you can get a flicker effect for no smooth transition from frame to frame, even if you don't consciously see it, the mind does subconsciously register the flicker (its why you get headaches and such from watching too much tv or gaming and eventually can start hemmoraging after like 24+ hours of it)
Transition effects should be looked into more, then the FPS will almost be inconsequencial so long as it is acceptably high enough...and anything at 30+fps does a pretty good job in being high enough for unnoticable overt lag