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Am I the only one that gets massive vertigo while watching 60fps

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Thread replies: 55
Thread images: 8

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Am I the only one that gets massive vertigo while watching 60fps webums?

It feels way too fast, it makes me feel sick.
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>>257278306
do you get vertigo playing 60fps games? or is it just the webms?
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>>257278512
I'm willing to bet OP doesn't even play video games. He just comes here to shitpost.
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>>257278306
The handling on that thing when it goes off the ramp and the camera stays static is hilarious
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>>257278741
Just like most of us.
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>>257278741
If I was gonna place a bet. Id bet on that
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>>257278860
makes sense it wouldn't bounce around in the air. Unless I'm missing what you're talking about
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>>257278306
Thanks sony defense force!

No matter how hard you push 60 FPS always looks better then 30 FPS, even with your autism attempting to defend it
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>>257278512
Alot of people get motion sickness when watching 60 fps videos like in OP. It is different when you are playing and are in control of your motions. It is sort of loike how people dont get carsick when they are driving but when they are in the passenger seat they feel terrible.
>>
>there are people on /v/ that have motion sickness
I'm genuinely sorry for you lot.
OP's webm makes me excited as fuck.
>>
I do feel something different between watching gameplay at 60FPS or higher, and playing games at 60FPS or higher.

it's not vertigo, I don't feel any sort of discomfort or dizzyness. the gameplay just feels different. when watching and playing.
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>>257278512
Console only.
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>>257279154
I got motionsickness from a particular game

it was the goldeneye remake on ps3

can't say its happened any other time
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>>257279154
yeah, so thats why I wanted to ask OP, some people get vertigo easily and it limits what games they can play.
>>257279274
Yeah, it sucks some people can't play F-Zero, I used to get carsick a lot as a kid but it never effected games for me
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>>257279485
you only get vertigo if it's on a console? what sense does that make? Because its on a tv or something?
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File: file.png (382KB, 500x500px) Image search: [Google]
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>F-Zero would be Jeremy's favorite racing game if he knew about it
Make it happen, /v/.
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>>257278306
It's not fast; it's smooth. You still get from point A to point B in the same amount of time. The transition is just smoother.
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>>257279695
No. I only play sub-30fps console games. That's why I get 60fps when watching 60fps webms.
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>>257279695
F-Zero GX runs at 60fps natively, you chucklefuck
>>
>>257278306
as someone who animates in 30 fps
fucking silky smooth
the difference is huge
>>
>>257279921
>You still get from point A to point B in the same amount of time.
Not true, some games like Dark Souls 2 have important features; like character animations; locked to the game's FPS. That means upping the FPS above the intended (25-30fps) can make the game feel floaty and buggy as fuck. That's why so many multiplats suck on PC.
>>
It's caused by a lack of airflow to your underdeveloped brain most likely a result of your mother's drinking and smoking while pregnant.
>>
>>257280416
>MASTER RACE XDDDD
>>
>>257280265
>some games like Dark souls 2 have important features; like character animations; locked to the game's fps
Disgusting and false at the same time
>>
>>257280553
true

lol
dumbass
tenses soadyf
>>
>>257280092
I know, but I asked if he gets vertigo playing games, he responded with Console Only.
>>
>>257280553
not him, but I animate. animations are designed to go with a certain FPS, so unless its designed to be at 60fps and then toned down after completion, increasing the frames can cause problems with how things look. Haven't tried that game on 60, just saying this can cause problems.
>>
>>257279807
how does shark know what torpedoes is?
>>
>>257278306

I do but only when it has that interpolation shit. That one battlefield 4 webm of some dude running around makes me feel uneasy. The one in the OP is fine.
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>>257281267
it's one of those drone-camera jobs nature programs use
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When will I be able to buy a nice 144hz monitor with GSYNC and low input lag?
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>>257281630
>gsync
>low input lag
nice try novidiot
>>
>>257281103

People did some mod for DaS that turned it into 60 FPS on PC. The animations were still 30 FPS, making them a little choppier than the rest of the game. As far as I know, it ran just fine.
>>
HEY
if anybody has more F-Zero webms that would be nice.
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>>257282135
>>
>>257280553
>false
>i have no idea what im talking about
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>>257281757
I don't get it.
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>>257282071
I feel like that would make things worse then. it would be distracting for me at least.
>>
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>>257281103
Can't they just double each frame of animation?

Or better yet, design animations with 60fps or higher in mind?
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>>257282071
DaS was ok at 60 FPS but DaS2 had major problems:
Weapons degrading twice as fast, dealing more or less damage, hit-sync being thrown off and other fancy shit. You can find various examples on Youtube:
http://www.youtube.com/watch?v=Y1yn5OD5WbM
https://www.youtube.com/watch?v=n7XTvrpqUoA
>>
>>257280265
Skyrim physics engine also doesn't handle higher than 60 fps too well.
http://youtu.be/AqDOefJc7a4
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>>257280553

Like every Japanese developer does this, which is why they so rarely port to PC. Other examples include the ports of Killer is Dead and RE4 to some extent.
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>>257282551

From what I saw it wasn't a problem. Beats constant 30 bullshit at least.

>>257282703

That one is entirely up the the devs' incompetence. If they weren't retards in addition to lying pieces of shit, it wouldn't have been a problem. Same thing with >>257282713; it's entirely a problem with dumbfuck developers.
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>>257282696
No, unfortunately they can't just double it. I don't know if i'll be explaining this well but I'll try; Things are animated to hit certain points at certain frames, and when they are designed they get to certain "key-frames." When you increase the number of frames, there is more between the keyframes so there is movement that wasn't there before on its way to the key frame.
They could just do it with 60fps in mind, but it will take longer to get things to look nice (not a ton longer, but still there is more touching up thats going to have to happen), so from a development standpoint it's not at all worth it, since speed is valued in this area
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>>257283160
It fluidity in animation matters to me more than a lot of other people, so if shit like that doesn't bother you then I can see it being better. I don't think I'd do it. I get frustrated playing the new Stryker game, because there's a frame skip when he starts falling after a jump. Then, again that almost bothers me more because nobody picked caught that.
>>
>>257282696
Not the animator guy you respond to but it's not quite as easy.

First of all framerate is not just 30 or 60, it's any number from 0 to X and changes from one moment to another. This means you'd need to re-calculate animation cycles to match by dropping animation frames or doubling them every frame from scratch. This in itself would drain performance like mad, especially for fancy techniques like procedural animation. Therefore animation frame count is often simply hard-locked and designed to fit a reasonably achievable FPS number with limited scaling to boot.
Then there's the issue of syncronizing animation to effect - the game is like a clockwork with tons of shit working together and this means that changed FPS can also have an effect on other parts besides animation. Quake 3 is an old famous example where having very high FPS allowed people to move faster and thus jump further - an oversight obviously long fixed.
In general you'd expect a game to be designed this all this in mind but this takes experience and know-how. Small studios often lack the ressources or talent to take it into account and opt for the easiest way to piece the game together.
For games where consoles are the lead platform you often get animation and FPS related issues in the PC port - the underlying design was simply only made with static console hardware/performance in mind and the port to PC is not a proper redesign, just a dirty code hack to run the thing on PCs at all.
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>>257283883
Why cant they just double everything involving frames. For example if a move has 5 invincibility frames at 30fps and a move has 10 frames which it can hit the opponent at 30fps, just make them 10 and 20 at 60fps.
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>>257285029
>>257284631
Well that kind of answered it already
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>>257284631
>Quake 3 is an old famous example where having very high FPS allowed people to move faster and thus jump further - an oversight obviously long fixed.
Apparently you can turn faster as demoknight in TF2 as your frame rate increases. Not sure if they fixed that.
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>>257283160
They aren't really lying, it just would have taken a lot more time to increase it, since they didn't design it beyond 30.
>>257285165
In any case, with this stuff its easier to cut from 60 to 30, but its just business to make something that more people can access. Unfortunately I don't see that changing anytime soon. All these new games coming out are going for 30fps because they can make it look nice for advertising. I think this generation has had the least improvements visually of any generation.
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>>257279706
No it is and would always be Gran Turismo.
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>>257278306
You're just used to 30 fps videos on YouTube.
Thread posts: 55
Thread images: 8


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