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In the video game of real life: 1. What is the framerate? 2.

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In the video game of real life:
1. What is the framerate?
2. What is the resolution?
>>
>>7964349
>framerate

30 fps. It is literally impossible for the human eye to perceive more than that.
>>
I thought I read somewhere that (1) would be related to atomic vibrations, so like millions per second
>>
>>7964364
Yes, but i was also thinking in and of itself
>>
>>7964364
And what about 2?
>>
>>7964364
Well that's technically true, but we do see 60fps as smoother, and framerate issues in VR dipping below 90 often makes people sick. The reason we perceive framerates beyond 30fps is that just because the eyes' refresh rates are around that margin (although I believe the actual number fluctuates based on other conditions including health and environment), not only is it not synced between your eyes, it's also pretty much impossible to sync the refresh rates between virtual screens and eyes.
>>
And I believe the human eye is approximately equivalent to 5 megapixels.
Or 500...
I read that little factoid a LONG time ago and I don't remember where.
>>
>>7964349
An easier one:
(3) What's the ping? (Time from willing to move your finger to actually moving it; speed of nerves I guess)
>>
>>7964377
The angular resolution is about an arcminute and the field of view is about 160 degrees by 175 degrees. If you crudely convert that to pixels you get 9600x10500 vision. But there's ways that's wrong. The angular resolution of an arcminute comes from an ophthamology reference and I do not know whether it refers to the limit which comes from the optical system or the retina. And either one of those being true, your eyes see a lot worse in your peripheral vision than described by that number (presumably for your macular vision.)
>>
>>7964387
Oh, I believe this is approximately 80 milliseconds, varying from person to person, and limb to limb.
>>
>>7964364

A 30 FPS screen is only enough, if your eyes remain fixed relative to the screen.

If you allow moving your eyes relative to the screen, there is practically no limit to how high FPS you need for smoothness. (like tracking objects moving on the screen)
>>
>>7964390
so 12x better than 4K?
>>
>>7964349
1. What we perceive as vision is actually a reproduction of the light detected by our brains, so technically, our max framerate is infinity, it just so happens that our brain is a lazy bum who cannot bother to interpret all that data, so we are stuck with something about ~30 FPS, Anything more than that our brains just ignore.

2.Death.
>>
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>>7964401
The quality of your vision drops down a ton outside of the center of the field. I'd say that 4K is enough for typical viewing distances.
>>
>>7964406
Are you sure about 2? There are rumors about an expansion pack you get after finishing it
>>
Also, where are all the respawn points? I can't seem to find any.
>>
>>7964426
>Implying life is not set to Hardcore mode
>>
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>>7964349
My resolution and framerate are fucked, because I am almost blind.
>>
Wouldn't the FPS just be the Planck time?
>>
>>7964487
The game physics run at a different rate than the graphics updates.
>>
This is kinda tangential, but our eyes sees upside down and our brain flips it, right? Have there ever been any people with defects/ injuries who see things upside-down? Or anything weird like that?
>>
>>7964412
>making a sequel to the biggest flop of all time
>>
>>7964487

>just

if you completely ignore space-time maybe
>>
>>7964508
There's a famous experiment where a guy wore an optical apparatus to flip the light before it got to his eyes. He claimed to lose the perception of his vision being upside down within a few weeks.
>>
>>7964487
So the planck time would be the tick-rate?
>>
>>7964508
>our eyes sees upside down
that's some pretty unscientific shit right there, i have to keep reminding myself this is a high school board
>>
>>7964533
The image on the retina is upside down (in the twice mirrored sense) relative to the orientation of the viewed objects. Of course it shouldn't matter.
>>
>>7964560
>twice mirrored
nigga that's a rotation
>>
>>7964533
Your mom saw upside-down when I was done with her
>>
>>7964364
>>7964369
>>7964377
>>7964379
>>7964399
>the eye and brain work like a game loop via frame-by-frame iteration
2016 is truly the year humans evolved intellectually to a higher level
>>
>>7964480
Take care brother.

Do you live in a developed country where you get welfare for it?
>>
>>7964382
>5 megapixels
If you're blind, maybe
>>
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>>7965402
>>
>>7964349
plank time
>>
I think the "framerate" is going to vary from person to person and also on numerous physiological variables for the same person, such as how tired or hungry you are, etc...

The so called framerate is going to be established by how quickly your brain processes and interprets visual information. This is going to vary substantially.
>>
>>7965070
kek
>>
If you were to assume that one pixels is equivalent to one human eye cone cell them approx. 6-7 million pixels.
>>
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>>7964349
one eye corresponds to 720 megapixel
>>
You could look at the "framerate" of individual cells in the optic nerve, but overall human visions is more like an asynchronous framerate. Which means that the effective framerate is much higher than the actual firing rate of the neurons involved.
>>
Next question:
Does the game render graphics that the player isn't looking at?
>>
>>7964364
60fps, but you can go up to 100~120fps depending on what you mean by "perceive"
>>
>>7965714

>smallest measurable amount of time is the same thing as the smallest divisible amount of time

absolutely retarded, a disgrace to your family and this board, do this world a favor and kill yourself.
>>
>>7964364
Don't be silly. The eye isn't a camera. You can see 1-millisecond flashes. 30 stimuli a second is simply the point at which persistence of vision starts blending similar images together smoothly; introduce enough movement of the image that it isn't blended and individual stimuli become detectable.

There is no synchronized refresh rate of the eye, although there are maximum *rates* at which *individual receptors* can fire, and it's not so much absolute values that are recorded as relative changes. Absolutely nothing stops one receptor from transmitting an update at t=0.1 seconds and another from transmitting a different update at t=0.101568 seconds. You'll never miss a brief event because it got caught "between frames" or start seeing objects rotating at around 30 Hz stand still, stop, or turn backwards.
>>
>>7964364
No, that's a bad approximation and assumes that human vision is discrete, which it is not.
>>
>>7964364

guaranteed replies
>>
>>7964349
new frame every 10^-43 seconds
and the smallest pixel is 1.6 x 10^-35 meter
>>
>>7968044
wrong on so many levels, let's start with a pixel being a 2 dimensional shape
>>
>>7968044
Planck time and Planck length?
Thread posts: 48
Thread images: 6


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