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Your question was answered; it has nothing to do with the case where you're "generating thousands of frames and throwing them away". What you want is a rendering engine that will perform at 60fps in the worst case. What engine devs want to write is an engine that can do better (even much much better) than 60fps in the average case, and be allowed to slip in those pathological cases. Gamers want more frames. More frames than is noticeable. They want some slack so that if something totally unrelated to the game ties up the machine, the framerate drop is not noticeable. They want to be able to double it so that they can drive a 3D display but still have the same effective framerate per eye.

Having a consistent 40fps is much worse (for a gamer) than a variable framerate that will dip down to 40fps for 1% (or 10%) of the play time. Having to limit your most complex scene to what can be guaranteed rendered at 60fps is much less appealing to a developer than making sure all the likely scenes can render at 60fps.



> Having a consistent 40fps is much worse (for a gamer) than a variable framerate that will dip down to 40fps for 1%

stuttering animations is better than smooth animations?

Stuttering is better than smooth. gotcha.

> Your question was answered;

for someone who doesn't appear to understand what I'm asking you have a high degree of confidence that I've been answered.

What is so terrible about having a lower complexity budget that guarantees 60fps? What if you had 60 fps no exceptions as a constraint in your hardware and software design, how far could you really go with some creativity? Think about it- is having a complexity ceiling the only possible way to ensure 60fps?


>What is so terrible about having a lower complexity budget that guarantees 60fps

>Think about it- is having a complexity ceiling the only possible way to ensure 60fps?

I'm really not following you. Are you asking what is the benefit of this technology when games come out every day at 60fps even now? This technology allows them to get the same fidelity and smoothness on less powerful hardware, with more complicated simulations, and lower latency.




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