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#41
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8800 GTX or not?
"Mr.E Solved!" wrote in message . .. nospam wrote: "Mr.E Solved!" wrote: What he failed to mention, and is relevant, is that games have an internal cock, a heartbeat: the game state is sampled x times a second and all actors and objects get refreshed each and every beat. I didn't mention such things because they are game specific and I understand them less well. They are not relevant to my assertion that visible artifacts will be present until you reach a few thousand fps except that the objects and viewpoint of what is being rendered must be updated at a similar rate. I accept that games need some kind of internal timebase and agree that aliasing between the internal timebase and achieved display frame rate can lead to additional unpleasant effects. Interesting you still use a CRT display. I suspect they are going to be hard to find and expensive in the future. I don't know what the technical limitations determining maximum frame rates are within LCD displays, i.e. if demand for higher frame rates could easily be met. Disappointingly a DVI interface puts a hard limit on frame rates of for example about 160Hz at 1600x1200. I'll gladly recap for someone who doesn't insult, or claim to "think they know" when in fact they just "feel like they do". Thank you for your civility. Authoritatively and for your amusement: Ignoring network latencies, an accurate representation of a gamestate is only achieved when the refresh rate of the display device matches or exceeds the fixed refresh rate of the game. This allows for perfect positional information, which is the ideal condition. Otherwise, as mentioned, a rocket will travel x amount of pixels in a game tick, and you will not know it until your client pc is able to redraw its screen. If you happen to be that target and you are within that x-pixel range, you get hit before you know it. A modern game with a 100 tick per second refresh rate, can have five updates before your 20FPS rig can display them. Hence affecting "what you see". (n.b. this issue is fatal to net-play, that is why measures such as positional prediction algorithms have been created to compensate for latencies, visual or network) Of course, such a vivid and indisputable example is useless in a ng discussion, since it leaves no room for misunderstanding or meaningless rebuttal. Let me then provide less rigorous examples, rife with possibilities for false interpretation, to appease contrarians' need to fume: I am a virtual paintball player, and I see my opponent on the other side of a fence, it's a combination fence, with slats and some chain parts. I am running now on one side of the fence he starts running too...we both start shooting at each other...through the fence....assuming perfect aim...who hits who? Laser beams weapons are not so new in video games, super fast, one shot one kill, very dangerous! One of their drawbacks is that they require line of sight to operate...but you can be tricky and bounce the rays off certain reflective materials, to get a corner shot. You lined up this great shot, bouncing your beam off a weather vane and to your target. Alas, your target knows this and creates wind to spin the weather vane in circles, faster and faster it spins and you take your shot....where does it go? Can you predict where it will go if you can't accurately determine which direction it is pointing in? Are you willing to bet your game life it won't reflect back to you? Those two scenarios are symbolic of "sampling error due to insufficient frequency" When events happen faster than can be displayed, you lose data, or the data becomes meaningless since it loses it's timeliness. The key to all of this is the scene or events must be in motion, and objects in motion on available displays, all of them, every one, only approximate the objects position. With this approximation comes inherent error. This error can be minimized by matching refresh rates to the highest possible rate of change in the application, which can be 100FPS, as in BF2. Notice, I never mention anything about "the limits of the human eye" or "thousands of frames per second". Nor do I mention, the obvious fact that static images can have a frame rate of 1, and look picture perfect. Ask Mona. Lastly, why a CRT? I think it's obvious, CRT's have refresh rates that can match those of certain applications. Which minimizes not just "where are things" but "how do they appear". That is a whole separate issue of "texture tearing" which only further demands high refresh rates. LCD's have different concerns, but being digital, they are fixed frequency and that's that. Once new tech, such as SED is available, LCD's will finally be as flexible as CRT's in this specific feature. http://en.wikipedia.org/wiki/Surface...mitter_display Well done Mr.E. This should be the end of the thread (but it won't.) |
#42
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8800 GTX or not?
I may be very slow (read stupid) but based on all this do we go with a 8800
GTX or not? "goPostal" wrote in message ... "Mr.E Solved!" wrote in message . .. nospam wrote: "Mr.E Solved!" wrote: What he failed to mention, and is relevant, is that games have an internal cock, a heartbeat: the game state is sampled x times a second and all actors and objects get refreshed each and every beat. I didn't mention such things because they are game specific and I understand them less well. They are not relevant to my assertion that visible artifacts will be present until you reach a few thousand fps except that the objects and viewpoint of what is being rendered must be updated at a similar rate. I accept that games need some kind of internal timebase and agree that aliasing between the internal timebase and achieved display frame rate can lead to additional unpleasant effects. Interesting you still use a CRT display. I suspect they are going to be hard to find and expensive in the future. I don't know what the technical limitations determining maximum frame rates are within LCD displays, i.e. if demand for higher frame rates could easily be met. Disappointingly a DVI interface puts a hard limit on frame rates of for example about 160Hz at 1600x1200. I'll gladly recap for someone who doesn't insult, or claim to "think they know" when in fact they just "feel like they do". Thank you for your civility. Authoritatively and for your amusement: Ignoring network latencies, an accurate representation of a gamestate is only achieved when the refresh rate of the display device matches or exceeds the fixed refresh rate of the game. This allows for perfect positional information, which is the ideal condition. Otherwise, as mentioned, a rocket will travel x amount of pixels in a game tick, and you will not know it until your client pc is able to redraw its screen. If you happen to be that target and you are within that x-pixel range, you get hit before you know it. A modern game with a 100 tick per second refresh rate, can have five updates before your 20FPS rig can display them. Hence affecting "what you see". (n.b. this issue is fatal to net-play, that is why measures such as positional prediction algorithms have been created to compensate for latencies, visual or network) Of course, such a vivid and indisputable example is useless in a ng discussion, since it leaves no room for misunderstanding or meaningless rebuttal. Let me then provide less rigorous examples, rife with possibilities for false interpretation, to appease contrarians' need to fume: I am a virtual paintball player, and I see my opponent on the other side of a fence, it's a combination fence, with slats and some chain parts. I am running now on one side of the fence he starts running too...we both start shooting at each other...through the fence....assuming perfect aim...who hits who? Laser beams weapons are not so new in video games, super fast, one shot one kill, very dangerous! One of their drawbacks is that they require line of sight to operate...but you can be tricky and bounce the rays off certain reflective materials, to get a corner shot. You lined up this great shot, bouncing your beam off a weather vane and to your target. Alas, your target knows this and creates wind to spin the weather vane in circles, faster and faster it spins and you take your shot....where does it go? Can you predict where it will go if you can't accurately determine which direction it is pointing in? Are you willing to bet your game life it won't reflect back to you? Those two scenarios are symbolic of "sampling error due to insufficient frequency" When events happen faster than can be displayed, you lose data, or the data becomes meaningless since it loses it's timeliness. The key to all of this is the scene or events must be in motion, and objects in motion on available displays, all of them, every one, only approximate the objects position. With this approximation comes inherent error. This error can be minimized by matching refresh rates to the highest possible rate of change in the application, which can be 100FPS, as in BF2. Notice, I never mention anything about "the limits of the human eye" or "thousands of frames per second". Nor do I mention, the obvious fact that static images can have a frame rate of 1, and look picture perfect. Ask Mona. Lastly, why a CRT? I think it's obvious, CRT's have refresh rates that can match those of certain applications. Which minimizes not just "where are things" but "how do they appear". That is a whole separate issue of "texture tearing" which only further demands high refresh rates. LCD's have different concerns, but being digital, they are fixed frequency and that's that. Once new tech, such as SED is available, LCD's will finally be as flexible as CRT's in this specific feature. http://en.wikipedia.org/wiki/Surface...mitter_display Well done Mr.E. This should be the end of the thread (but it won't.) |
#43
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8800 GTX or not?
"jadavis01" wrote in message . .. I may be very slow (read stupid) but based on all this do we go with a 8800 GTX or not? "goPostal" wrote in message ... "Mr.E Solved!" wrote in message . .. nospam wrote: "Mr.E Solved!" wrote: What he failed to mention, and is relevant, is that games have an internal cock, a heartbeat: the game state is sampled x times a second and all actors and objects get refreshed each and every beat. I didn't mention such things because they are game specific and I understand them less well. They are not relevant to my assertion that visible artifacts will be present until you reach a few thousand fps except that the objects and viewpoint of what is being rendered must be updated at a similar rate. I accept that games need some kind of internal timebase and agree that aliasing between the internal timebase and achieved display frame rate can lead to additional unpleasant effects. Interesting you still use a CRT display. I suspect they are going to be hard to find and expensive in the future. I don't know what the technical limitations determining maximum frame rates are within LCD displays, i.e. if demand for higher frame rates could easily be met. Disappointingly a DVI interface puts a hard limit on frame rates of for example about 160Hz at 1600x1200. I'll gladly recap for someone who doesn't insult, or claim to "think they know" when in fact they just "feel like they do". Thank you for your civility. Authoritatively and for your amusement: Ignoring network latencies, an accurate representation of a gamestate is only achieved when the refresh rate of the display device matches or exceeds the fixed refresh rate of the game. This allows for perfect positional information, which is the ideal condition. Otherwise, as mentioned, a rocket will travel x amount of pixels in a game tick, and you will not know it until your client pc is able to redraw its screen. If you happen to be that target and you are within that x-pixel range, you get hit before you know it. A modern game with a 100 tick per second refresh rate, can have five updates before your 20FPS rig can display them. Hence affecting "what you see". (n.b. this issue is fatal to net-play, that is why measures such as positional prediction algorithms have been created to compensate for latencies, visual or network) Of course, such a vivid and indisputable example is useless in a ng discussion, since it leaves no room for misunderstanding or meaningless rebuttal. Let me then provide less rigorous examples, rife with possibilities for false interpretation, to appease contrarians' need to fume: I am a virtual paintball player, and I see my opponent on the other side of a fence, it's a combination fence, with slats and some chain parts. I am running now on one side of the fence he starts running too...we both start shooting at each other...through the fence....assuming perfect aim...who hits who? Laser beams weapons are not so new in video games, super fast, one shot one kill, very dangerous! One of their drawbacks is that they require line of sight to operate...but you can be tricky and bounce the rays off certain reflective materials, to get a corner shot. You lined up this great shot, bouncing your beam off a weather vane and to your target. Alas, your target knows this and creates wind to spin the weather vane in circles, faster and faster it spins and you take your shot....where does it go? Can you predict where it will go if you can't accurately determine which direction it is pointing in? Are you willing to bet your game life it won't reflect back to you? Those two scenarios are symbolic of "sampling error due to insufficient frequency" When events happen faster than can be displayed, you lose data, or the data becomes meaningless since it loses it's timeliness. The key to all of this is the scene or events must be in motion, and objects in motion on available displays, all of them, every one, only approximate the objects position. With this approximation comes inherent error. This error can be minimized by matching refresh rates to the highest possible rate of change in the application, which can be 100FPS, as in BF2. Notice, I never mention anything about "the limits of the human eye" or "thousands of frames per second". Nor do I mention, the obvious fact that static images can have a frame rate of 1, and look picture perfect. Ask Mona. Lastly, why a CRT? I think it's obvious, CRT's have refresh rates that can match those of certain applications. Which minimizes not just "where are things" but "how do they appear". That is a whole separate issue of "texture tearing" which only further demands high refresh rates. LCD's have different concerns, but being digital, they are fixed frequency and that's that. Once new tech, such as SED is available, LCD's will finally be as flexible as CRT's in this specific feature. http://en.wikipedia.org/wiki/Surface...mitter_display Well done Mr.E. This should be the end of the thread (but it won't.) I've got 2 in sli and have had no problems with them - They are superb cards but at a price. My moan right now is the poor development of vista drivers for these cards - nvidia have still to release anything past public beta. However, Vista is a new os and that should be taken into consideration. The true test of these cards will be in DX 10 games for which they have been designed so we'll wait and see. In terms of performance, they trump anything else out there whether sli or ATI equivalent. |
#44
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8800 GTX or not?
On Sun, 21 Jan 2007 19:28:33 -0500, "Mr.E Solved!"
wrote: nospam wrote: "Mr.E Solved!" wrote: What he failed to mention, and is relevant, is that games have an internal cock, a heartbeat: the game state is sampled x times a second and all actors and objects get refreshed each and every beat. I didn't mention such things because they are game specific and I understand them less well. They are not relevant to my assertion that visible artifacts will be present until you reach a few thousand fps except that the objects and viewpoint of what is being rendered must be updated at a similar rate. I accept that games need some kind of internal timebase and agree that aliasing between the internal timebase and achieved display frame rate can lead to additional unpleasant effects. Interesting you still use a CRT display. I suspect they are going to be hard to find and expensive in the future. I don't know what the technical limitations determining maximum frame rates are within LCD displays, i.e. if demand for higher frame rates could easily be met. Disappointingly a DVI interface puts a hard limit on frame rates of for example about 160Hz at 1600x1200. I'll gladly recap for someone who doesn't insult, or claim to "think they know" when in fact they just "feel like they do". Thank you for your civility. Authoritatively and for your amusement: Ignoring network latencies, an accurate representation of a gamestate is only achieved when the refresh rate of the display device matches or exceeds the fixed refresh rate of the game. This allows for perfect positional information, which is the ideal condition. Otherwise, as mentioned, a rocket will travel x amount of pixels in a game tick, and you will not know it until your client pc is able to redraw its screen. If you happen to be that target and you are within that x-pixel range, you get hit before you know it. A modern game with a 100 tick per second refresh rate, can have five updates before your 20FPS rig can display them. Hence affecting "what you see". (n.b. this issue is fatal to net-play, that is why measures such as positional prediction algorithms have been created to compensate for latencies, visual or network) Of course, such a vivid and indisputable example is useless in a ng discussion, since it leaves no room for misunderstanding or meaningless rebuttal. Let me then provide less rigorous examples, rife with possibilities for false interpretation, to appease contrarians' need to fume: I am a virtual paintball player, and I see my opponent on the other side of a fence, it's a combination fence, with slats and some chain parts. I am running now on one side of the fence he starts running too...we both start shooting at each other...through the fence....assuming perfect aim...who hits who? Laser beams weapons are not so new in video games, super fast, one shot one kill, very dangerous! One of their drawbacks is that they require line of sight to operate...but you can be tricky and bounce the rays off certain reflective materials, to get a corner shot. You lined up this great shot, bouncing your beam off a weather vane and to your target. Alas, your target knows this and creates wind to spin the weather vane in circles, faster and faster it spins and you take your shot....where does it go? Can you predict where it will go if you can't accurately determine which direction it is pointing in? Are you willing to bet your game life it won't reflect back to you? Those two scenarios are symbolic of "sampling error due to insufficient frequency" When events happen faster than can be displayed, you lose data, or the data becomes meaningless since it loses it's timeliness. The key to all of this is the scene or events must be in motion, and objects in motion on available displays, all of them, every one, only approximate the objects position. With this approximation comes inherent error. This error can be minimized by matching refresh rates to the highest possible rate of change in the application, which can be 100FPS, as in BF2. Notice, I never mention anything about "the limits of the human eye" or "thousands of frames per second". Nor do I mention, the obvious fact that static images can have a frame rate of 1, and look picture perfect. Ask Mona. Lastly, why a CRT? I think it's obvious, CRT's have refresh rates that can match those of certain applications. Which minimizes not just "where are things" but "how do they appear". That is a whole separate issue of "texture tearing" which only further demands high refresh rates. LCD's have different concerns, but being digital, they are fixed frequency and that's that. Once new tech, such as SED is available, LCD's will finally be as flexible as CRT's in this specific feature. http://en.wikipedia.org/wiki/Surface...mitter_display Thank you for that explanation. I have dealt with displays a lot, but in an entirely different arena and this puts the "gamers" desire for the high frame rates into an easily understandable presentation for those of us who normally see frame rates from an entirely different perspective. Roger Halstead (K8RI & ARRL life member) (N833R, S# CD-2 Worlds oldest Debonair) www.rogerhalstead.com |
#45
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8800 GTX or not?
Roger wrote:
Thank you for that explanation. I have dealt with displays a lot, but in an entirely different arena and this puts the "gamers" desire for the high frame rates into an easily understandable presentation for those of us who normally see frame rates from an entirely different perspective. Since that was the intent of the post, you are very welcome. It's sometimes very difficult to express visual phenomenon with the written word. Oh, the number of times I begged for a link so I didn't have to write something that has been asked and answered a thousand countless times before. In that vein, I present to you, Roger, a link I hold in high regard, regrets if you know it already... http://www.theeldergeek.com Use it wisely. |
#46
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8800 GTX or not?
On Tue, 06 Feb 2007 20:39:52 -0500, "Mr.E Solved!"
wrote: Roger wrote: Thank you for that explanation. I have dealt with displays a lot, but in an entirely different arena and this puts the "gamers" desire for the high frame rates into an easily understandable presentation for those of us who normally see frame rates from an entirely different perspective. Since that was the intent of the post, you are very welcome. It's sometimes very difficult to express visual phenomenon with the written word. Oh, the number of times I begged for a link so I didn't have to write something that has been asked and answered a thousand countless times before. In that vein, I present to you, Roger, a link I hold in high regard, regrets if you know it already... http://www.theeldergeek.com Use it wisely. Thanks, I need to "repair" this OS and I've already found several items I can use to make life easier. This is an old OEM install I built up so running repair means reinstalling SP 2 as well. (System has lost Icons, dot net, and won't print from OE.- script error ) Roger Halstead (K8RI & ARRL life member) (N833R, S# CD-2 Worlds oldest Debonair) www.rogerhalstead.com |
#47
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8800 GTX or not?
you've just read a lot of e-pinionatedness from someone(s).
I own and use a number of LCD flat panel displays from 17" through 20.1". If I had the money right now, *I* would be using an 8800GTX this instant. If you can afford it, and are shopping for the best on the consumer market right now, this is it. Hope this helps, McG. "jadavis01" wrote in message . .. I may be very slow (read stupid) but based on all this do we go with a 8800 GTX or not? "goPostal" wrote in message ... "Mr.E Solved!" wrote in message . .. nospam wrote: "Mr.E Solved!" wrote: What he failed to mention, and is relevant, is that games have an internal cock, a heartbeat: the game state is sampled x times a second and all actors and objects get refreshed each and every beat. I didn't mention such things because they are game specific and I understand them less well. They are not relevant to my assertion that visible artifacts will be present until you reach a few thousand fps except that the objects and viewpoint of what is being rendered must be updated at a similar rate. I accept that games need some kind of internal timebase and agree that aliasing between the internal timebase and achieved display frame rate can lead to additional unpleasant effects. Interesting you still use a CRT display. I suspect they are going to be hard to find and expensive in the future. I don't know what the technical limitations determining maximum frame rates are within LCD displays, i.e. if demand for higher frame rates could easily be met. Disappointingly a DVI interface puts a hard limit on frame rates of for example about 160Hz at 1600x1200. I'll gladly recap for someone who doesn't insult, or claim to "think they know" when in fact they just "feel like they do". Thank you for your civility. Authoritatively and for your amusement: Ignoring network latencies, an accurate representation of a gamestate is only achieved when the refresh rate of the display device matches or exceeds the fixed refresh rate of the game. This allows for perfect positional information, which is the ideal condition. Otherwise, as mentioned, a rocket will travel x amount of pixels in a game tick, and you will not know it until your client pc is able to redraw its screen. If you happen to be that target and you are within that x-pixel range, you get hit before you know it. A modern game with a 100 tick per second refresh rate, can have five updates before your 20FPS rig can display them. Hence affecting "what you see". (n.b. this issue is fatal to net-play, that is why measures such as positional prediction algorithms have been created to compensate for latencies, visual or network) Of course, such a vivid and indisputable example is useless in a ng discussion, since it leaves no room for misunderstanding or meaningless rebuttal. Let me then provide less rigorous examples, rife with possibilities for false interpretation, to appease contrarians' need to fume: I am a virtual paintball player, and I see my opponent on the other side of a fence, it's a combination fence, with slats and some chain parts. I am running now on one side of the fence he starts running too...we both start shooting at each other...through the fence....assuming perfect aim...who hits who? Laser beams weapons are not so new in video games, super fast, one shot one kill, very dangerous! One of their drawbacks is that they require line of sight to operate...but you can be tricky and bounce the rays off certain reflective materials, to get a corner shot. You lined up this great shot, bouncing your beam off a weather vane and to your target. Alas, your target knows this and creates wind to spin the weather vane in circles, faster and faster it spins and you take your shot....where does it go? Can you predict where it will go if you can't accurately determine which direction it is pointing in? Are you willing to bet your game life it won't reflect back to you? Those two scenarios are symbolic of "sampling error due to insufficient frequency" When events happen faster than can be displayed, you lose data, or the data becomes meaningless since it loses it's timeliness. The key to all of this is the scene or events must be in motion, and objects in motion on available displays, all of them, every one, only approximate the objects position. With this approximation comes inherent error. This error can be minimized by matching refresh rates to the highest possible rate of change in the application, which can be 100FPS, as in BF2. Notice, I never mention anything about "the limits of the human eye" or "thousands of frames per second". Nor do I mention, the obvious fact that static images can have a frame rate of 1, and look picture perfect. Ask Mona. Lastly, why a CRT? I think it's obvious, CRT's have refresh rates that can match those of certain applications. Which minimizes not just "where are things" but "how do they appear". That is a whole separate issue of "texture tearing" which only further demands high refresh rates. LCD's have different concerns, but being digital, they are fixed frequency and that's that. Once new tech, such as SED is available, LCD's will finally be as flexible as CRT's in this specific feature. http://en.wikipedia.org/wiki/Surface...mitter_display Well done Mr.E. This should be the end of the thread (but it won't.) |
#48
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8800 GTX or not?
On Jan 7, 1:32 am, wrote:
Hi, I've been thinking about upgrading my video card... The top card today is the 8800GTX (Money is not an issue), I looked at how it preforms onhttp://www.tomshardware.com/and even at 2560x1600, 4x AA, 4x AF, Doom 3 the results are 60fps!!! it's working very well... too well... BUT, who uses this resolution??? and LCD monitors don't even support that high resolutions... at 1024x768, 4x AA, 4x AF, Doom 3 the results are 210fps So why sould anyone buy this card? no one needs 210 fps! you'r brain can't consive more than 30 fps... Thanks Gil Only 60FPS with that card? I guess you didn't turn the 60 FPS lock off. |
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