11-16-2012, 06:10 PM
(This post was last modified: 11-16-2012, 06:35 PM by nosisab Ken Keleh.)
Yeah, as people said in this very thread, In PC the synchronization is done based in real time, the actual changes in the image does not look different at 40 or 100 FPS. Think a moving object does not do it continually but in small jumps. Then the difference is in the length of the steps between each jump position, the greater the FPS the smaller (shorter) the step.
Console games were designed for use with TV and then follow TV standards. This means that the synchronism is done frame by frame, so the steps are of fixed length. That mean than changing the FPS that translates in changes in the speed the movement occurs and then the slowmotion or fast motion depending on the FPS offset.
That's just a very simplified explanation but may be enough for starters.
PS: the human eyes "latency an persistence" do not allow us to perceive the lack of smoothness for not very fast moving objects in FPS above 24, they look as moving continually to us. Still the length of the steps can make make huge difference for things like aiming in a sniper's game or maybe racing games, but does not mean much in other kind of games.
Console games were designed for use with TV and then follow TV standards. This means that the synchronism is done frame by frame, so the steps are of fixed length. That mean than changing the FPS that translates in changes in the speed the movement occurs and then the slowmotion or fast motion depending on the FPS offset.
That's just a very simplified explanation but may be enough for starters.
PS: the human eyes "latency an persistence" do not allow us to perceive the lack of smoothness for not very fast moving objects in FPS above 24, they look as moving continually to us. Still the length of the steps can make make huge difference for things like aiming in a sniper's game or maybe racing games, but does not mean much in other kind of games.
Imagination is where we are truly real