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> Framerates, What framerate would you recom
 
Which framerate is ideal to you
120 fps [ 1 ]  [3.45%]
100 fps [ 0 ]  [0.00%]
85 fps [ 0 ]  [0.00%]
60 fps [ 21 ]  [72.41%]
45 fps [ 1 ]  [3.45%]
30 fps [ 2 ]  [6.90%]
24 fps [ 0 ]  [0.00%]
As long is it looks good [ 3 ]  [10.34%]
OTHER [ 1 ]  [3.45%]
Total Votes: 29
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FoxGuy(R)
Posted on Sep 22 2009, 06:50 PM
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Simple question. Mario roots I believed ran at 44 fps or something non-standard.
Most games run at 60 or 30 fps (on MFGG).

Some games look good at 30 fps while it others looks choppy.

Higher framerate, higher system requirements or GPU power. Higher framerate, more appealing to eyes (there may get to a point when it becomes hard to tell).

As far as I know most newer games should either run at 60 or have a clean appearence.

Edit: From comments below anything above 60 is noticeable depending on your moniters refresh rate and response timing. My CRT can display 120 hz (640x480) and some LCD's are designed to go 120 hz (reduces in ghosting, after images etc).

Edit: According to Mecha the Slag Mario roots is 60 fps

This post has been edited by FoxGuy(R) on Sep 23 2009, 05:07 PM


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Littlink
Posted on Sep 22 2009, 07:29 PM
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60 is my default. B)


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Keyser Soze
Posted on Sep 22 2009, 07:30 PM
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60 hands down.

Anything above that, at least for OUR level of game production, is just overkill.

And 30 looks like ****. WHY DOES GAMEMAKER DEFAULT TO 30?


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Ianprime0509
Posted on Sep 22 2009, 07:33 PM
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Actually, 30 isn't that bad for normal games. If you're doing anything mouse intensive, though, you really need to go with 60(30 FPS mouse is really choppy, at least on Game Maker). Anything higher than 60 isn't really that noticeable.


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Guinea
Posted on Sep 23 2009, 05:38 AM
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Game Maker has 30 as the default because it was the standard back then.
The real question is why Mark hasn't updated that default value according to the new standards (which is 60).


60fps is the way to go these days, because in some games a "low" framerate such as 30 fps can get in the way. Everything above 60 fps is overkill, and should if anything be optional, since most computer screens can only reach 60fps anyway and having a game draw twice for no reason wastes only resources.

I personally don't care about low framerates as long as the gameplay doesn't suffer from it. I made 2 games that ran on 12 fps and were perfectly fine to play.
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Soiyeruda
Posted on Sep 23 2009, 05:51 AM
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30 or 60 for me, though people here seem to like 60 more. Due to this, I'm trying to make the extra effort to adjust myself to create games up to that standard (usually do 30 FPS).
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VinnyVideo
Posted on Sep 23 2009, 11:18 AM
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I recommend 60. Doing anything higher, however, is pointless.

The Ultramario Engine uses the weird 55 FPS.


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Sergeant DeeY
Posted on Sep 23 2009, 11:21 AM
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I always use a 60-62 fps framerate!


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Ultramario
Posted on Sep 23 2009, 01:01 PM
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After I released NSM2 all my games have been in 60 fps. Computer screens can't handle anything higher than that (nor can the human eye spot any noticeable differences). Other commonly used fps rate is 50.

This post has been edited by Ultramario on Sep 23 2009, 01:04 PM


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Xgoff
Posted on Sep 23 2009, 01:13 PM
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technically it should be the same as (or a multiple of) what a given monitor is using, which will probably be 60 for most people; 60 looks smooth on my crt but jitters like **** on my lcds which are at 75

that's for display at least; game code may or may not run at that rate depending on what kind of game you're doing. but having your redraw rate and execution rate go at different speeds means the screen will probably redraw in the middle of an execution cycle which looks weird because a group of objects that should move at the same time will look broken up


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Alex
Posted on Sep 23 2009, 01:17 PM
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For fangames, I don't really care as long as it looks "okay" - which most of the time is around 30, give or take a few. For commercial games, I want about 60.


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FoxGuy(R)
Posted on Sep 23 2009, 03:54 PM
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QUOTE (Ultramario @ Sep 23 2009, 02:01 PM)
After I released NSM2 all my games have been in 60 fps. Computer screens can't handle anything higher than that (nor can the human eye spot any noticeable differences).

The point in this (poll) was that I am going to start experimenting with higher framerates (my older projects were 70 fps 1024x768 because I liked 70hz refresh rate).

I replied only to challenge your post. If you read the first post it already explained the computer screens at 120 hz. To be simple the human eye, technically only sees light (continously). Depth, motion and many other factors are calculated by the brain.
The idea is the human eye can see x(past 60) frames per second, the point is whether the brain is able to dicipher the difference (although the eye is technically part of the brain I think).


If my experiment is a success my next game (TotMK) will run at 120 fps with optional frameskipping (user dependent. There is no need to process 60, 50, or, etc frames that the monitor won't display.)

This post has been edited by FoxGuy(R) on Sep 23 2009, 03:57 PM


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Mecha the Slag
Posted on Sep 23 2009, 03:58 PM
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QUOTE (FoxGuy(R) @ Sep 23 2009, 01:50 AM)
Simple question. Mario roots I believed ran at 44 fps or something non-standard.

Mario Roots's framerate was 60 fps


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BurninLeo
Posted on Sep 23 2009, 04:36 PM
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60 90% of the time, the only exception being game lag. I used 45 fps for SMBASQ because of such issues.
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FoxGuy(R)
Posted on Sep 23 2009, 09:29 PM
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Experimental success.
Frame skipping does effectively work at 120 fps. A game at 120 fps frame skipped to 60 fps looks as smooth as one on 60 hz. Running 60 fps on at 120 hz does no good (atleast on a CRT if not on mine). 120 fps at 120 hz, smooth.

To be specific there is not much difference in 60 and 120 fps in the experiment. 120 fps was smoother at 120 hz.

I saw a smoother parallax scroll.
Motion was pretty much smoother.

That all I noticed, obvious but I liked it. My next project (TotMK) is going to have a standard fps of 120. Despite MOST people can't take advantage of the extra 60- frames it does have benefits. One is more accurate responses and etc.
Fortunately I am one of those people who can take advantage with a severely outdated monitor.

The game I ran was Super Mario Sky Pop (Aka SMAF1)

This post has been edited by FoxGuy(R) on Sep 23 2009, 09:30 PM


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Posted on Sep 23 2009, 09:55 PM
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I use 50, as then I don't have this wacky number for delay times(For 50 it's 20ms, for 60 it's 16.666666666666666ms), and it gives a little more processing time, while maintaining very smooth animation.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Xgoff
Posted on Sep 23 2009, 10:03 PM
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QUOTE (FoxGuy(R) @ Sep 23 2009, 08:29 PM)
Experimental success.
Frame skipping does effectively work at 120 fps. A game at 120 fps frame skipped to 60 fps looks as smooth as one on 60 hz. Running 60 fps on at 120 hz does no good (atleast on a CRT if not on mine). 120 fps at 120 hz, smooth.

To be specific there is not much difference in 60 and 120 fps in the experiment. 120 fps was smoother at 120 hz.

I saw a smoother parallax scroll.
Motion was pretty much smoother.

That all I noticed, obvious but I liked it. My next project (TotMK) is going to have a standard fps of 120. Despite MOST people can't take advantage of the extra 60- frames it does have benefits. One is more accurate responses and etc.
Fortunately I am one of those people who can take advantage with a severely outdated monitor.

The game I ran was Super Mario Sky Pop (Aka SMAF1)

well 60 is usually considered to be the minimum for movement to look smooth to the eye (i don't buy that 30 crap because that's only for tv and it's interlaced anyway)

updating your graphics more often than running the game loop probably isn't going to make things look better, because between x frames nothing's going to move; however, running the game loop more often than the graphics is where you get choppiness

like i said before, you usually get ok results as long as the graphics are being updated at some fraction or multiple of what the current monitor is running at (but of course, no lower than the main loop); if the monitor's on 60, 30 will look fine, though rough, but it shouldn't jitter since the display is being updated at a constant rate and not something like 1-2-1-2-2-2-1-1-2-2-1-2-1-2-2


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Mecha the Slag
Posted on Sep 23 2009, 11:17 PM
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also isn't there something about the eye only being able to notice 90fps anyway?


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OniLink10
Posted on Sep 23 2009, 11:24 PM
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QUOTE (Mecha the Slag @ Sep 23 2009, 09:17 PM)
also isn't there something about the eye only being able to notice 90fps anyway?

I thought it was 80 full frames per second, then several hundred when it comes to movement.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Baroque
Posted on Sep 23 2009, 11:42 PM
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Multimedia Fusion 2's default framerate is 50, and I don't usually bother adjusting it.

Anywhere from 30 to 60 is fine.


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