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Final say in the PGR3 60fps debate..

PGR2 was the best looking racer out there when you disregard framerate. One of the reasons was because of the insane lighting

Regardless of what it was doing technically, I always found the actual visual appearance of PGR2 to be EXTREMELY bland. The lighting was not attractive to me

I also disliked the way they chose to texture the racing surface (damaged sense of speed).

Developers will rarely tell you straight up that it'll be 60fps no matter what if their game pushes the hardware to any major degree. DICE gave the same response on RSC2 when screens for that started coming out. They said they were trying to get 60fps but that 30fps was an option they could use if they had to.

Guess what, release day for it came around and it was a silky smooth 60.

Well, not entirely. The replays are only 30 fps...though I believe the preview builds allowed you to work around that somehow.
 
jarrod said:
Xbots don't need to give a crap about PGR anymore, they've got Ridge Racer now. And I guarantee, Ridge Racer 360 will be silky smooth 60 fps. :)

Yup, Namco knows the score, and they've known it since freaking 1993. Do you hear what I'm saying, Bizarre? NINETEEN NINETY THREE. TWELVE YEARS AGO. SWEET 3D POLYGON GOODNESS (for the time). ROCK SOLID SIXTY FRAMES. Not only will RR 360 be 60 fps, but it will be an unflinching 60 fps.

Fucking shame on Bizarre if they don't give us 60 fps. Maybe they could call Namco for some tips.
 
mrklaw said:
Seems I misread you. Can you seriously not turn around in Outrun2? Its like megarace but realtime?
Yep

mrklaw said:
All I meant was that PGR isn't free roaming in the sense that the entire city is rendered and you drive through it. Each course would be optimised for the bit you are driving along just like 99.9% of racing games.
I had specifically mentioned free roaming as something else in one previous post, but it doesn't matter. I don't know if PGR2 has any special optimization for each different track in a city (I'd say it does), but PGR3 certainly won't since you can create your own tracks with the editor. I'd say a free roaming mode in PGR3 is a real possibility, at least technically.
 
PanopticBlue said:
Yup, Namco knows the score, and they've known it since freaking 1993. Do you hear what I'm saying, Bizarre? NINETEEN NINETY THREE. TWELVE YEARS AGO. SWEET 3D POLYGON GOODNESS (fot the time). ROCK SOLID SIXTY FRAMES. Not only will RR 360 be 60 fps, but it will be an unflinching 60 fps.

Fucking shame on Bizarre if they don't give us 60 fps. Maybe they could call Namco for some tips.

Yeah, Namco KNOWS 60 fps. Hell, Ridge Racers PSP is one of the only PSP games to dare reach for 60 fps. The rest are all like "but it'll kill the battery faster" or "we can't unlock the full power yet". Namco's just like "fuck that, we're doing 60"...and they did it.

I mean, even in the case of the 30 fps RRT4, they included a 60 fps version of the original game. They know how important 60 fps is! :D
 
Instigator said:
But I generally prefer the locales of the first Outrun 2. :p

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jarrod said:
Xbots don't need to give a crap about PGR anymore, they've got Ridge Racer now. And I guarantee, Ridge Racer 360 will be silky smooth 60 fps. :)

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mrklaw said:
even if it has secret tracks from Daytona USA?

Well OK, maaaaybe if it has Daytona USA tracks
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dark10x said:
Yeah, Namco KNOWS 60 fps. Hell, Ridge Racers PSP is one of the only PSP games to dare reach for 60 fps. The rest are all like "but it'll kill the battery faster" or "we can't unlock the full power yet". Namco's just like "fuck that, we're doing 60"...and they did it.

I mean, even in the case of the 30 fps RRT4, they included a 60 fps version of the original game. They know how important 60 fps is! :D

Agreed 100%. And that RR bonus discs remains one of the single most badass extras ever in the history of gaming. I was a 60 fps whore back then and was beyond excited to get my hands on 60 fps RR at home! I always felt the psone was capable of that and Namco went and proved it! I loved how they included a little note saying how important they felt 60 fps was for racing games and they managed a version of RR at 60. Also how they'd wished they could have got 60 fps for RRT4 but the graphics in the game were simply too much for that.

Ah the little things in life, it's why I'll always love Namco & Sega :)
 
Its a little disconcerning when the dev doesnt understand the blur affect caused by 30fps.
Ben said:
(So funny when people think that the framerate affects the "blurriness" of a video game!)
 
Sorry but I'm passing on RR for the 360. Don't count this *XBot* in your stereo typing folks,I've got plenty of PGR3,Rallysport3,Forza2, and whatever else future Sega racers come along on the platform.:)
 
I didn't know that fps made a game blurry either. At what fps does this take place. I've seen some games/demos running at 5 fps on my crappy computer but it wasn't blurry.
 
Gek54 said:
Its a little disconcerning when the dev doesnt understand the blur affect caused by 30fps.

I think he interpreted that as in that it actually makes it blurry, which it doesn't. The blurriness Gregory was referring to is more of a ghosting, I think. The residual image of the frame in your eye appears to be too far moved from the next, and this creates an effect of having 2 very similar, but not quite identical frames right on top of each other. It makes it look "split", I would say.

Even still it's quite subtle.

It does not make the game itself blurry in any way shape or form. That is how he interpreted Gregory's post, and someone who wasn't sure exactly what gregory was referring to would probably do the same.
 
I'm not going to get into the 30 vs 60 fps debate, but the comparisons to other games is ignorant and stupid. PGR series renders whole cities, the track is just a route through that city. This requires a hell of a lot more memory bandwidth then your standard track based racing game requires.
 
The residual image of the frame in your eye appears to be too far moved from the next, and this creates an effect of having 2 very similar, but not quite identical frames right on top of each other.

That's exactly right. Using the word "blur" to describe this is going to confuse many people and, technically, it isn't even correct.

At 30 fps, the difference between two frames is actually quite obvious to some people (such as myself). It does not convey smooth motion, or at least, the motion is not as smooth as it should be. There simply isn't enough data on the screen for your brain to properly connect the two images.

60 fps really seems to be a magic number for some reason. Even in the fastest scenes, we are unable to detect any sort of gap between two frames. The result is perfectly smooth animation.

I suppose the reason why the term "blur" was brought up so often is simply the result of its similarity to some of the "motion blur" techniques used in videogames. A lot of simple framebuffer effects give the impression that objects leave "trails" as they move. As it IS referred to as motion blur quite often, people seem to associate blurring with anything that looks similar to those framebuffer effects. If we could use some sort of temporal motion blur, though, things would be rather different...

I'm not going to get into the 30 vs 60 fps debate, but the comparisons to other games is ignorant and stupid. PGR series renders whole cities, the track is just a route through that city. This requires a hell of a lot more memory bandwidth then your standard track based racing game requires.

Yeah, and?

This type of game is clearly possible at 60 fps. There is no doubt about that. If they are forced to make certain cutbacks in order to reach 60 fps, so be it. The framerate is of utmost importance and is what they need to concentrate on. It may be more difficult to pull off than something like OR2...but it is NOT impossible by any stretch.
 
PanopticBlue said:
Yup, Namco knows the score, and they've known it since freaking 1993. Do you hear what I'm saying, Bizarre? NINETEEN NINETY THREE. TWELVE YEARS AGO. SWEET 3D POLYGON GOODNESS (for the time). ROCK SOLID SIXTY FRAMES. Not only will RR 360 be 60 fps, but it will be an unflinching 60 fps.

Fucking shame on Bizarre if they don't give us 60 fps. Maybe they could call Namco for some tips.

Quoted for truth...and we all know that RR6 will also play infinitely better than PGR3.
 
jett said:
Quoted for truth...and we all know that RR6 will also play infinitely better than PGR3.
All? Certainly not. While I certainly don't hate Ridge Racer, it's a far cry IMHO from PGR2 gameplay's perfection. RR is just too arcadey to played more than a few hours online where this gameplay could quickly get annoying, see Outrun on Xbox. It was lots of fun at first, but after a few days it quickly became boring.
IMHO, I repeat, I'm certainly not saying that this should be everyone's opinion, unlike someone else...
 
Blimblim said:
All? Certainly not. While I certainly don't hate Ridge Racer, it's a far cry IMHO from PGR2 gameplay's perfection. RR is just too arcadey to played more than a few hours online where this gameplay could quickly get annoying, see Outrun on Xbox. It was lots of fun at first, but after a few days it quickly became boring.
IMHO, I repeat, I'm certainly not saying that this should be everyone's opinion, unlike someone else...

I'm going to agree with this. I honestly don't really care about RR coming to X360. PGR3 I'm enormously hyped for.

EDIT - Where did he say it was simple? He said it was arcadey, and for some of us, extreme arcadyness gets old in racing games. That's all he said. Stop putting words in people's mouth.
 
To be fair, only about half of the RRs have been 60 fps...

60 fps
-Ridge Racer (System 22) 1993
-Ridge Racer 2 (System 22) 1994
-Rave Racer (System 22) 1995
-Ridge Racer Hi-Spec (PlayStation) 1999
-Ridge Racer V (PlayStation 2) 2000
-Ridge Racer V: Arcade Battle (System 246) 2001
-Ridge Racer (PSP) 2004

30 fps
-Ridge Racer (PlayStation) 1994
-Ridge Racer Revolution (PlayStation) 1995
-Rage Racer (PlayStation) 1996
-R4: Ridge Racer Type 04 (PlayStation) 1999
-Ridge Racer 64 (Nintendo 64) 2000
-Ridge Racer (Vodafone) 2004
-Ridge Racer DS (Nintendo DS) 2004
 
dark10x said:
Oh ho ho, Ridge Racer's gameplay is simple you say?
Where did I say it was simple? I only use Outrun as an example of what *really* arcade gameplay with lots of unnatural sliding was like one Xbox Live for me.
Mastering the controls on RR and Outrun takes a lot of time, it's in fact far from simple when you start playing time attack.
 
dark10x said:
That's exactly right. Using the word "blur" to describe this is going to confuse many people and, technically, it isn't even correct.

At 30 fps, the difference between two frames is actually quite obvious to some people (such as myself). It does not convey smooth motion, or at least, the motion is not as smooth as it should be. There simply isn't enough data on the screen for your brain to properly connect the two images.

60 fps really seems to be a magic number for some reason. Even in the fastest scenes, we are unable to detect any sort of gap between two frames. The result is perfectly smooth animation.

I suppose the reason why the term "blur" was brought up so often is simply the result of its similarity to some of the "motion blur" techniques used in videogames. A lot of simple framebuffer effects give the impression that objects leave "trails" as they move. As it IS referred to as motion blur quite often, people seem to associate blurring with anything that looks similar to those framebuffer effects. If we could use some sort of temporal motion blur, though, things would be rather different...

Well, I guess he said it better. But we`re thinking about the same thing. 30fps creates an "after-image" which makes the graphics look blurry when moving. Try reading a sign for example in a 30fps game. When you move the camera beyond a certain speed, it will be impossible to read it due to the blur effect (ghosting) 30fps makes. At 60fps you have to move much faster before this happens.

60 fps is the magic number yes, but I can still see some gap in the frames during certain moments. For example in replays when the car passes by the camera quickly you can see it pretty easily. So I wish they`d make a new standard for TV`s, 100 - 120hz perhaps.
But I doubt that will happen anytime soon ;)
 
Where did I say it was simple? I only use Outrun as an example of what *really* arcade gameplay with lots of unnatural sliding was like one Xbox Live for me.

OK, so you recognize. I suppose you don't find much longevity in that? No different that going for the high score in a shooter, I suppose. Not for everyone...at least not for a long period of time.

Using the term "unnatural" makes me wonder, though. Is the lack of realism a turn off? For me, it has always been quite the opposite. PGR is a solid game, but it never could hold me. Going for Kudos is fun, but I've always hated the track layouts and never did love the handling model.


60 fps
-Ridge Racer (System 22) 1993
-Ridge Racer 2 (System 22) 1994
-Rave Racer (System 22) 1995
-Ridge Racer Hi-Spec (PlayStation) 1999
-Ridge Racer V (PlayStation 2) 2000
-Ridge Racer V: Arcade Battle (System 246) 2001
-Ridge Racer (PSP) 2004

30 fps
-Ridge Racer (PlayStation) 1994
-Ridge Racer Revolution (PlayStation) 1995
-Rage Racer (PlayStation) 1996
-R4: Ridge Racer Type 04 (PlayStation) 1999
-Ridge Racer 64 (Nintendo 64) 2000
-Ridge Racer (Vodafone) 2004
-Ridge Racer DS (Nintendo DS) 2004

I don't think it's fair to include the bottom 3 in the 30 fps category, though, as they weren't developed by Namco (well, I know the two Nintendo games weren't...but I'm uncertain about the cellphone game).

Ridge Racer's cool and all, but it should've died with Rave Racer. It's horribly dated in comparison to PGR2.

In what way? Explain. I TRIED to love PGR2, but I just could not. I'd like to know what I was missing...
 
Angelus said:
They would find something else within the games to bitch at then,its why the forum exists,heh.

You will know when we run out of lagitamate issues to bitch about when we start arguing over rims.
 
Wonder what things would be like if developers didn't announce their fps. What then would we complain about.

The f*ck? We'd still complain...but the complaints wouldn't start until after it was released. However, I find that I become MUCH more agitated with a low framerate when I expected 60 fps.

I've encountered this plenty of times, and it always pisses me off. Take Shining Tears, for instance. Decided to give it a go. It's a 2D game, right? Well, the f*cker scrolls at 30 fps. Who the hell would have expected that?
 
Gek54 said:
You will know when we run out of lagitamate issues to bitch about when we start arguing over rims.

Yeah that along with sparks within EA Racers.
I wonder what the next gen. bitching standard in racers will be though. This generation it was framerate and reflective mapping. Just a guess but I suppose the new one may be the amount of 3D bystanders within racers,or something like that.

Edit,oops it was right infront of me and I didn't see it. Car damage will be the new bitchfest this time around That and online play within every racer out there,probably.
 
dark10x said:
I don't think it's fair to include the bottom 3 in the 30 fps category, though, as they weren't developed by Namco (well, I know the two Nintendo games weren't...but I'm uncertain about the cellphone game).
I'd assume Namco handled the mobile port inhouse. You could make a distinction between their mobile and consumer teams maybe, but then you'd have to discount RR PSP too since it was made by the Moto GP team.

As for NST's efforts... they were based off Namco's PS1 ports of RR & RRR. Had Namco achieved 60fps off the bat, NST probably would have too. :P
 
Blimblim said:
You could compare PGR3's camera (if it's the same as any all other PGRs) to any other "free" racer where you can actually turn around and have the camera follow you. So basically 99% of all recent racing games, be it GT4, Forza, Toca and others.
OutRun 2 is a special case as there's no other recent (tube structured) racing game that doesn't allow you to turn around - no question about that.

But aside from that the MSR/PGR games are not directly comparable to usual tube racers like Gran Turismo, Forza or Race Driver. Unlike these PGR 2 (as an example) displays only modelled 3D objects, no 2D landscape/city horizon or whatever. The game has to calculate far more polygonal objects than any other usual racer that contains tube tracks that offer no city variations. This is rather comparable to free roaming games like Midtown Madness 3 or even the GTA games in 3D.

BTW, I still hope that PGR 3 retail will run with 60 fps and I'm sure that BC try their best to hit that target.
 
dark10x said:
OK, so you recognize. I suppose you don't find much longevity in that? No different that going for the high score in a shooter, I suppose. Not for everyone...at least not for a long period of time.
Well it's fun to powerslide along with everyone in the race for a while, but after a few hours the novelty starts the wear off and the races get really dull because it's actually either quite hard to make a difference with anyone (since there is basically no braking, it's hard to pass someone without him making a true mistake) if we are more or less at the same level, or either simply impossible to follow the leaders.

dark10x said:
Using the term "unnatural" makes me wonder, though. Is the lack of realism a turn off? For me, it has always been quite the opposite. PGR is a solid game, but it never could hold me. Going for Kudos is fun, but I've always hated the track layouts and never did love the handling model.
It's not the lack of realisme, since I would certainly not call PGR2 a simulation. But don't forget I'm speaking about Xbox Live here, not single player. In a powersliding game it's almost impossible to pass anyone in a turn since they are at a very big angle and take way more than the car's width on the track, so instead of having a chance to pass your opponent, you simply crash on his car. Also with this type of gameplay you either pass the turn correctly, or you miss it completely by crashing on a border or entering to slowly to be able to powerslide. Basically one mistake and you lose, because even if you drive really well there isn't much chances your opponent will do a big mistake too. In a more realistic racer (eg it requires to brake before turning, nothing more) there is always a way for a very good driver to join the others after a big mistake because it's way more difficult to make almost perfect turns all the time. In Outrun if you enter some turns a bit too quickly you may be a bit too much on the outside of the turn, but it's quite simple to compensate for this and exit the turn cleanly. You lose a bit of time, but not that much. In PGR is you enter a turn too quickly, you'll lose lots of speed at the outside of the turn, giving a big chance to your opponent to overtake you in the next straight road.

Wow, I'm scared to read back what I just wrote, I'm sure it's awfully written so I hope you understood what I meant. It's basically a combination of difficulty to actually overtake someone cleanly (because of the weird powersliding angle), and difficulty to actually make a real difference.
Of course Outrun takes the powersliding to the extreme, Ridge Racer is a bit more "realistic" with how you take a turn. And of course the tracks in RR should be more interesting than Outrun's too. But still, I'm quite convinced (but hey, I'm a PGR2 fanboy anyway) that PGR3 will be far more interesting on Xbox Live in the medium and long term.
 
Superfrog said:
OutRun 2 is a special case as there's no other recent (tube structured) racing game that doesn't allow you to turn around - no question about that.

But aside from that the MSR/PGR games are not directly comparable to usual tube racers like Gran Turismo, Forza or Race Driver. Unlike these PGR 2 (as an example) displays only modelled 3D objects, no 2D landscape/city horizon or whatever. The game has to calculate far more polygonal objects than any other usual racer that contains tube tracks that offer no city variations. This is rather comparable to free roaming games like Midtown Madness 3 or even the GTA games in 3D.
MSR/PGR are in-between free roaming ala MM3 and standard track racers like GT4/Forza. In PGR2 you had a limited number of tracks for each cities, so it's more than possible that Bizarre had sort of BSP file for each type of track that defined for each X meters square blocks what could be visible or not, and also know which buildings would only require the lowest LOD possible because there is no way you'd see it less than 100 meters away or so. Big memory savings.
But yeah, whatever happens it's still quite more complex than your usual racer.
 
Trojan X said:
Well, I hope so bro, though as you know, 60fps is only one hurdle as they still have to develop a damn good game. I mean, for me to love M:SR allot more than PGR1 & 2 is damn worrying. If I am unable to feel the love for PGR3 then I'll become hugely disappointed with Bizarre. Let's hope that this time around they will not listen to the laid back casual gamer that provided Bizarre tips for PGR2 and just give us a damn good game.


that is damn worrying...

IMO, pgr2 >>> pgr1 >>>>>>>>>> msr

if pgr3 is more like msr, i'll cry :(
 
PanopticBlue said:
Yup, Namco knows the score, and they've known it since freaking 1993. Do you hear what I'm saying, Bizarre? NINETEEN NINETY THREE. TWELVE YEARS AGO. SWEET 3D POLYGON GOODNESS (for the time). ROCK SOLID SIXTY FRAMES. Not only will RR 360 be 60 fps, but it will be an unflinching 60 fps.

Fucking shame on Bizarre if they don't give us 60 fps. Maybe they could call Namco for some tips.


yeah... 1993....60 FPS polygon texture mapping Ridge Racer, System22. thanks to Namco + Evans & Sutherland, baby.

I can understand that this standard could not have been met by consoles of the mid 1990s: Saturn, Playstation Nintendo64 since they had less performance than System22. but by the late 1990s with Dreamcast and the current consoles which came out early this decade: PS2, Gamecube, Xbox, this standard COULD have been met.

Yet now, it is even in doubt with the upcoming generation of consoles that are coming out in the middle of this decade.


OMGWTF indeed.

(it is not really the fault of home hardware anymore, but the quality of the development team and how much effort they put in, and how careful they are (or not) of not over-doing the graphics & effects that impact framerate.
 
Gregory said:
This is my biggest issue with 30fps, it makes games look like shit no matter how detailed they are.
In all my years of 60fps worship, I never heard a statement that explains what's it all about better than this. Gregory for president!

I can't even stand menues running at 30fps. It looks incredibly shitty. I was terrified when loading up Burnout 3 and God of War witnessing the crappy 30fps menues, not knowing if they would deliver the promised 60fps gameplay (GoW didn't in far too many sequences unfortunelately). Meny-heavy games like RPG/Strategy is quite painful to play in 30fps.

Oh, I also hated switching to a computer with software rendered mousepointer after using Amigas for years. The difference between a hardware sprite that draws the pointer in sync with the monitor no matter what and the Mac and Windows pointers was painfully obvious...
 
VNZ said:
In all my years of 60fps worship, I never heard a statement that explains what's it all about better than this. Gregory for president!

I can't even stand menues running at 30fps. It looks incredibly shitty. I was terrified when loading up Burnout 3 and God of War witnessing the crappy 30fps menues, not knowing if they would deliver the promised 60fps gameplay (GoW didn't in far too many sequences unfortunelately). Meny-heavy games like RPG/Strategy is quite painful to play in 30fps.

Oh, I also hated switching to a computer with software rendered mousepointer after using Amigas for years. The difference between a hardware sprite that draws the pointer in sync with the monitor no matter what and the Mac and Windows pointers was painfully obvious...

jesus christ, now we're bitching about framerates in menus? :lol

oh teh nos!
 
As long as casual gamers (who represent the vast majority of gamers) don't recognize the difference between 30 fps and 60 fps, a 60 fps standard is far away (unfortunately).

It seems that we have to wait for another couple of years and forthcoming console generations until default performances allow steady 60 fps for any game...
 
op_ivy said:
jesus christ, now we're bitching about framerates in menus? :lol

oh teh nos!

No, it's true. Menu systems are a part of the overall polish. A shitty menu system always drives me nuts. A lot of XBOX games not only have low framerate menus with no transitions or quality design, but they have strange HDD accessing skips and pauses.

Ridge Racer has been all over this thread, and the menu system used is a great example of how it should be done. Everything transitions smoothly into the next option. Even before starting the game, you are getting into the experience.

A lot of developers just don't seem to get this. PC games have always been terrible at it, but console games these days really aren't doing all that well either.
 
Gek54 said:
Its a little disconcerning when the dev doesnt understand the blur affect caused by 30fps.

To Gek54 and sangreal, there is no blur effect.

As mentioned, there is an effect where images are doubled up. This effect can even be seen when watching movies and TV, but is far less apparent because most directors know that it looks horrible. But there are many scenes in many movies where the panning is far too fast and you'll see it.

Regardless of what it was doing technically, I always found the actual visual appearance of PGR2 to be EXTREMELY bland. The lighting was not attractive to me

Well, people are different. I'm an EXTREME graphics whore. I love the effects and detail in games.

I also really like strides towards realism.

I also disliked the way they chose to texture the racing surface (damaged sense of speed).

I think you are getting games mixed up. Unlike games like TOCA or GT4, they don't stretch the road texture to a large degree (to give you a false sense of speed).

60 fps is the magic number yes, but I can still see some gap in the frames during certain moments. For example in replays when the car passes by the camera quickly you can see it pretty easily. So I wish they`d make a new standard for TV`s, 100 - 120hz perhaps.

One other reason why 60 fps looks far better than 30 fps is because the way our brain naturally interprets images and motion.

Of course, our eyes don't capture in fps. BUT, you can quantize it with some tests. Tests found that most people can distinguish up to 120 fps.

Anyways, our brain adds a blur to objects to help us humans gain a sense of direction. In the essay I've read about this topic, the example was given of an apple falling outside a skyscraper, and you are inside one of the floors looking out the window. You can tell that it's moving down because of the way it blurred. Now, if you were lucky enough to trace the fall with your eyes, it would not look blurry! If you are a passenger on any vehicle, try it. Look out the window at the side of the road and look at one point out the window, you can see the road/sidewalk blur by. Now, as it's going by, focus on a crack in the sidewalk...and you'll see it with no blurring.

So, in relation to games and 60fps...the higher frequency helps our brain create a motion blur as it's so smooth. 30fps is too disconnected, and for our brains is like a slideshow.

Now, there are effects to mimic motion blur (RR4 had it, it's the only racer I can think of that had it, besides the GTA games), but the problem is that when implemented these games ran at super low framerates to begin with. I think a constant 60 with this blur would look absolutely real.

One thing the essay I read never addressed is how TV cameras can capture motion blur no problem. The focus was on the brain...but obviously a peice of film captured it. So I am doubting that essay a bit, but I found a lot of info from it to be useful anyways.

So rather than going to 120 fps, I think a 60fps game with some blurring effect would be best. It looks like from these PGR3 shots that there is something going on as far as the blur effect goes...so I know that this game will look stunning!
 
Ghosting IS a type of blur effect that has been intentionaly used for the purpose of creating the appearance of motion blur in other games. In the case of 30fps a moving object appears elongated.

deinterlace.jpg
 
Gek54 said:
Ghosting IS a type of blur effect that has been intentionaly used for the purpose of creating the appearance of motion blur in other games. In the case of 30fps a moving object appears elongated.

deinterlace.jpg

You are right...but do undestand that it's a poor-man's effect. I guess "hack" would be the best word to describe it.

Ghosting would be a far more accurate term to describe the 30fps effect, rather than blurring.
 
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