thorns said:Doesn't matter if they're in sync or not, a 30fps camera records a frame every 33ms, and a 30fps source shows a frame every 33ms as well. Since there must be at least 33ms between each frame in the source vid, it's impossible that the camera can record two frames at once. Think about it. I don't know about the forza stuff you're mentioning.
sscrew said:Why do you hate MS so much? Why do you have to argue that stuff is inferior without knowing it for a fact?
Gek54 said:Yes but if the camera and the source are not in sync then the camera will record the source between updates.
Forza does the exact same thing and again its only 30fps:
You can see the people have the appropriate motion blur but the camera catches two frames of Forza and Forza is 30FPS
It's because these guys used field blending for deinterlacing the video instead of something more intelligent like motion compensation.Gek54 said:Yes but if the camera and the source are not in sync then the camera will record the source between updates.
Forza does the exact same thing and again its only 30fps:
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You can see the people have the appropriate motion blur but the camera catches two frames of Forza and Forza is 30FPS

Gek54 said:Yes but if the camera and the source are not in sync then the camera will record the source between updates.
Forza does the exact same thing and again its only 30fps:
http://members.cox.net/gek54/gek54/images/forzaFPS1.jpg
http://members.cox.net/gek54/gek54/images/forzaFPS2.jpg
You can see the people have the appropriate motion blur but the camera catches two frames of Forza and Forza is 30FPS
I dont Hate MS, I love Forza but I am just pointing out that this PGR3 video does nothing to indicated that the game was shown runnging at 60fps and again if anything it proves it was only running at 30fps.
thorns said:That's probably because the cam itself is moving.
Doube D said:Wow, shog ownage part 2?? LOL. nicely done my friend. The point isn't weather the final game will be 60 fps (or indeed if the video is 60fps). The point is that arguments trying to prove that a 30fps recording is sufficient evidence are simply retarded. Aside from the technical flaw which gek already addressed, utilizing (SMOOTHNESS) is simply stupid. Go watch tv (~25 fps). Does it look choppy to you? MUST BE 60fps!!!
nm ok I understand it now.Gek is right. If it's 60fps, it should show 3 frames.
Depends on the deinterlacing method.thorns said:Shouldn't it still capture 2?
thorns said:tv is 25fps but real life is "infinite fps". And you're retarted.
nm ok I understand it now.
Doube D said:Actually "real life" isn't infinite fps. Seriously where do you come up w/ this bs? Real life is defined by the number of photons your eyes "see" and more precisely by the number your brain can compute in a given time frameÂ… and this is strictly quantized in nature. That is why most people can't recognize rates over 80 hz. Moreover, on an even more fundamental level, time itself is quantized, meaning that yes, the world skips from one frame to the next. No such thing as infinite fps in any sense. Not that this has ANY relevance to what I previously stated. ;p
morbidaza said:I should just point out that I'm fairly certain it's not known for sure that time itself is quantized. I know it's an idea that's out there, but I'm pretty certain it's not known for sure.
More over, the "saturation" point for your eyes is about 72 fps, however the actual brain/eye combo doesn't exactly see in frames the way a camera or tv does, as residual images are left in the eye in a manner that is independent of "refreshes"(which I don't think they've ever actually measured convincingly), which creates an absolutely perfect blur that isn't replicated in ANY digital device.
Doube D said:Ah very good. A fellow physics buff??Anyway yes, it hasn't been proven that time is quantized but leading theories predict it to be (which is absolutely weird if you think about it). Proving it would require devices capable of distinguishing rates far below even femto seconds and they simply don't exist.
Also the thing about residual images iv never heard before. Very interesting. Though im wondering if it is your eyes that maintain the residual image/polarization or if it is maintained post transduction in the visual cortex.
morbidaza said:Gek is right. If it's 60fps, it should show 3 frames.
And it does.
EDIT - Thorns, that only works if the camera captures frames instantaneously. It captures a frame over a period of time, like a photo camera, so Gek is actually right here.
Remember that a frame is held onscreen until the next is displayed. If they're at all out of sync, it will grab both. The frame held over, and the new frame.
However, if it were running at 30fps, there is absolutely no way it could capture 3 frames as shown above.
Hey asswipe, read my posts and tell me where I was owned. You are fucking retard that needs to be hooked on phonics:Doube D said:Wow, shog ownage part 2?? LOL. nicely done my friend. The point isn't whether the final game will be 60 fps (or indeed if the video is 60fps). The point is that arguments trying to prove that a 30fps recording is sufficient evidence are simply retarded.
Shogmaster said:- Each frame camcorder records, at least two frames have apeared on the screen (and usually 3, due to staggering).
Aside from the technical flaw which gek already addressed, utilizing (SMOOTHNESS) is simply stupid. Go watch tv (~25 fps). Does it look choppy to you? MUST BE 60fps!!!
Shogmaster said:Now, where was I owned again?
Shogmaster said:All you tools who can't comprehend how we can see 60fps smoothness on a 30fps video...bla bla bla
Shogmaster said:There are absolutely no GPR3 screens with the cars being motion blurred. The footage is 60fps. Let's move on.
Shogmaster said:Also, if the video being shown and the camera capturing is in sync, it will capture only 2 source frames frozen per frame.
Shogmaster said:I never claimed that the pic of the two frames frozen was proof positive of 60fps.
Shogmaster said:All you tools who can't comprehend how we can see 60fps smoothness on a 30fps video, wrap your simple brains around this:
....
- Each frame camcorder records, at least two frames have apeared on the screen (and usually 3, due to staggering).
- Camcorder records a frame that is a blend of at least two frames, if not 3.
Gek54 said:Yeah you more or less did.
You are on a roll shoggy.
Gek54 said:Right around here:
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Would you like to know the probability of that actually happening?
Yeah you more or less did.
You are on a roll shoggy.
morbidaza said:Gek is right. If it's 60fps, it should show 3 frames.
And it does.
Japan was host to the Xbox Summit on Monday, and Bizarre Creations was in on the ground floor.
This week our very own Nick Davies was shipped out to Japan to give the press some info on PGR3. Talking at the Xbox Japan Summit, Nick outlined some further details on the third Project Gotham Racing in the series, as well as showing a new trailer from of the game.
Some points that were covered at the Summit:
* The new Route Creator allows you to design your own tracks, and share them online over Xbox Live.
* It is now possible to drive any car, at any time. You can buy your favourite super car at the beginning of your career, and use it right through to the completion of the game if you wish.
* 80 high-powered automobiles are featured in PGR3. You'll be able to drive the most desirable collection of super cars ever featured in a game, such as the Ferrari 430, the Lamborghini Gallardo, and the McLaren F1 LM.
* Fully motion captured, 3d crowds react to your racing. They will cheer the cars as they race past, and move away from the barriers if you crash.
* Our new sound engine uses 30 individual samples; this is 3 times more than in PGR2.
* On average, each car is rendered using 80,000 polygons. This consists of approximately 40,000 for the interior, and 40,000 for the exterior. To put this in perspective, PGR2 used only 10,000 polys per car.
* Along a similar sort of lines, the geometry of only the Brooklyn Bridge structure uses the same number of polygons as an entire city in PGR1.
We look forward to giving out more information on PGR3 in the future. Keep checking back to Bizarre Online for more updates.
* Our new sound engine uses 30 individual samples; this is 3 times more than in PGR2.
I could be wrong, but I believe it's the number of actual engine "sound" samples (recorded) that can be blended/changed to create the final sound of the engine.Gek54 said:Is this the same as channels?
Not as I meant it then, channels would mean 30 samples being played at a time, I just meant they have 30 different samples to use for creating the final engine sound.dicklaurent said:Same as channels then.
Just my guess. Using 30 channels just for the engine sound would not really make sense.dicklaurent said:Heh. Edit.
* On average, each car is rendered using 80,000 polygons. This consists of approximately 40,000 for the interior, and 40,000 for the exterior. To put this in perspective, PGR2 used only 10,000 polys per car.
Wax Free Vanilla said:And they've still got angled wheel arches on the cars, you suck Bizarre Creations.
Yeah, the sound chip is probably able to output enough sound channels in total to do it like this (256? 512?).. but I am thinking of it more now as 30 different sound samples is the total sound range of an engine, so all 30 samples will probably not have to be played simultaneously.Gek54 said:Playing 30 different sounds at once requires at least 30 sound channels.
Gek54 said:Playing 30 different sounds at once requires at least 30 sound channels.
cyberheater said:No it doesn't. You can software mix the samples to a single stream on the fly. Only a single sound channel is needed.
Care to pull anything else out the air or are you finished with your trolling on this subject.
Gek54 said:Yeah you can but I have yet to hear it done without sounded like shit compared to using the hardware channels.
sly said:![]()
Hey Gek54, what is that in your avatar?
Gek54 said:Petter Solberg's WRC Subaru WRX
Gek54 said:Music mixing? I am talking about in game sound being overlayed effectively in real time.