And depending on what games you play, you can play them for a looooong time too. 10 years on same PC shouldnt be a problem, if that is what you want.
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OMG so nothing in a 60 Hz screen feels smooth for you?I cannot stand to play any game at less than 90FPS with all detail levels set to max.
I'm not saying a $400 PC won't work for gaming. But to get the most out of games on PC you need the higher end systems. As an avid PC gamer myself, I cannot stand to play any game at less than 90FPS with all detail levels set to max. Anything less than that and it just doesn't feel smooth to me. To have that caliber of performance requires a major hardware investment. Earlier this year I spent $3300 on a new rig and I'm already planning my next upgrade. My point of my earlier post was that the percentage of PC gamers, such as myself, that are passionate about gaming hardware and the experience it can provide is very small. As such, most game developers and publishers don't consider us to be a large enough part of their market to pay much attention to. Luckily, there are still a couple companies out there, like TWI, that are passionate about PC gaming. And as long as they exist there is hope. But the majority of the market is no longer PC oriented.
OMG so nothing in a 60 Hz screen feels smooth for you?
I can tell you that in some games, I can't tell the difference between 30 and 60 or whatever fps...I feel good playing at 25 fps in some games... so I know why you hate consoles, they are at 30 fps, what do you do when you are watching a film?(I know that in a film you don't have to control anything so it feels smoother)
I have seen people who likes playing at 60 fps, but 90...
I still do. To the point of debunking it and offering a cash prize to anyone that could prove the claims of ridiculously high frame rates being a competitive advantage. Tens of thousands of reads, not one taker.I used to LOL at the arguments proponents presented for allowing those fps. ..
The Quake engine allowed for higher jumps at 125fps and even more at 333fps.
This made way for nice little things called trickjumps that allowed you to get under/behind the map or on places you normally couldn't reach.
Ok so what you want to tell us is that Quake engine is old and buggy? :troll:Cod4
63 FPS or lesser- jump only to 39.5 units max (exception are 52 and 55 FPS. Those values can used like analog of 71 FPS)
71 FPS. Character jump to 40 units stably. 40.5 units is impossible for this value. Same results for 76 FPS
83 FPS, 90 FPS and 100 FPS are bad again - 39.5 units max
111 FPS - 40 and 40.5 units are overcame
125 FPS - 41 height unit overcame
142, 166 and 200 FPS - strange fall again. Character overcame 39.5 units max
250 FPS - 42 units line overcame
333 FPS - same is for cod 2, with 333 fps you can jump at 46 units.
500 FPS - bugged value again. Character runs silently and jumping only at 35 units if you stay close and jump. But If u go back and jump, your jump will be about 39 units
1000 FPS - fully similar with 500 fps
Really good article about fps in call of duty here:
http://wiki.modsrepository.com/index.php/Call_of_Duty_:_A_Study_on_FPS
So far, I can't almost notice any mouse lag, or anything in most games if I play at 30 fps...The reason why high fps can be felt in games is because of the sampling. Processing a frame doesn't always take equally as long, so you can get a form of motion stutter similar to a 2:3 pull down (running 24hz movie footage on a 60hz monitor) you get when watching movies.
Even if you sync the game at 60fps you still get this issue as the frame you're watching is not always done right before your computer displays an image from the buffer. So it could be early in the frame or later.
Next to that there are various side effects with fps, like slight speed increases that cause you to jump further. In unreal games the lower your fps the more your mouse lag is something that is pretty noticeable.
As a lot of things like for instance running speed are actually noted client side, with check ups perhaps at every frame. Optimizations to ease the calculation on computers can lead to all kind of oddities.
Another thing to note although 24fps is enough to perceive motion the human eye can see and detect up to around 200fps (was somewhere in some aviation studies). So when running a game with a monitor at 60hz you are able to notice if the motion is not rendered at exactly the time every time on your videocard.
That is one of the references often used by gamers to justify their FPS assumptions....the human eye can see and detect up to around 200fps (was somewhere in some aviation studies). ...
Just as with the air force test, this clearly has nothing to do with seeing 250-1000 FPS. It is fascinating to do nonetheless.