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ShimiFitness

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Luca Nguyen
Luca Nguyen

DA 100 FPS A 240 FPS



Competitive gamers and esports pros aim for the highest FPS possible to give them every competitive advantage. They need the smoothest animations, lowest latency, and the least amount of distracting effects to achieve the best results. High frame rates powered by the latest GPUs give these players the competitive edge.




DA 100 FPS A 240 FPS


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When the FPS and the Hz differ, you can experience effects like tearing, but we will get into that later. At the end of the day; GPU -> FPS, Display -> Hz. For the best performance, you want both to be high.


Ghosting is a distracting effect that happens on all LCD type displays. When the display refreshes, the colors do not change instantly. There is some time needed for the pixels to change, especially when the range of color change is large.


This is why at higher FPS/Hz, rotating your character or viewing an object in motion is much clearer. Similar to the benefits of animation smoothness, reduced ghosting provides clearer target tracking - helping your eye focus on the target and not the ghost.


Tearing is when the display is showing different frames from the GPU at the same time that causes a horizontal tear or image shift across the screen. In the example below, we can see the tear straight through the player model.


Although this removes tearing, it can add input delay, and make the game feel less responsive as the GPU often has to wait to show you the results of your actions. Because of the added delay, many gamers decide to play with V-SYNC off and put up with the tearing.


As we can see, when the tear occurs, we see the bottom half of the object looking as if it moved forward, while leaving the original part behind. Because the GPU rate is not fixed to the display rate, the GPU will effectively swap the next frame that has finished rendering mid-refresh. Once the frame has been swapped, the remaining portion of the frame is rendered with the newer image - creating the offset known as a tear.


Similar to the animation steps, the distance the object travels between frames is greater at 60 FPS/Hz, so the displacement of the object between the two frames is greater - creating a larger tearing effect. At 240 FPS/Hz, the object's displacement between the two frames is smaller because the difference in time between the two frames is smaller - creating a smaller tearing effect. Smaller tearing effects help remove distracting effects, helping players maintain focused on winning the game.


As mentioned above, there are displays that use variable refresh rate technology, like G-SYNC, to give gamers the benefits of VSYNC OFF while removing tearing. G-SYNC displays wait for the next frame to be completed by the GPU before refreshing the display - allowing the GPU to complete frames as fast as it can. We will be diving into this topic more in a later article.


When talking about latency in games, many gamers think of ping or network lag. This source of latency describes the time it takes for the information on your PC to reach the game server and back to your PC.


System latency, on the other hand, describes the time it takes your actions (mouse clicks, mouse movements, keyboard input) to reach your display. This is often called motion to photon, or click to muzzle flash latency.


In the below example, we have simplified the pipeline down to three stages for easy explanation. Starting on the left, we have the CPU (denoted by the blue bar) that interprets input, updates the game state, prepares the frames for the GPU to be rendered, and places them in the GPU render queue. The GPU (denoted by the green bar), then takes those prepared frames from the queue and renders them. Once the GPU is finished, the Display (denoted by the grey bar) presents the final image on the next refresh cycle.


On a 60 FPS/Hz system it simply takes longer to process and is therefore further behind the actual state of the game. At 240 FPS/Hz, the rendering is much closer to the actual state of the game, but there is still some difference.


Lower system latency allows you to see player earlier. Additionally, reducing system latency makes the game feel more responsive as the time between your mouse movements and the results on screen is shorter. With these benefits together, lower system latency gives you a competitive edge on the battlefield.


In conclusion, having a higher frame rate has definitive, measurable benefits: smoother animations improves target tracking, smaller ghosts and tears help reduce distracting effects, and lower System Latency helps you see targets sooner with a more responsive feel. Combining these benefits together, high FPS will give you an edge compared to your competition.


Check out the latest #FramesWinsGames page to see how our GeForce GPUs can provide the FPS needed to maximize your competitiveness in Battle Royales and First Person Shooters. And watch our new Tony Tech Talk video, below, for more on the subject.


The difference between low and high frame rates is especially noticeable when playing shooting games that involve a lot of motion. These fast-paced games are developed to run at higher FPS (240 FPS or more), leading to better visual clarity and incredible gaming performance.


How fast you see any movement on the screen before your opponent does, can be the difference between losing and winning in shooting games. This is where enabling high FPS (120-240 FPS) can be a game-changer. With BlueStacks, you can play around with a few in-game settings and optimize them to achieve maximum FPS.


The most advanced games today are loaded with high graphics. High FPS eliminates stutters and tearing, making the images appear smoother. It would be much easier to spot enemies in fast-moving scenes when your FPS is high.


In an intense fight, a millisecond difference in human reaction time is all you need to outdo your opponent. With BlueStack, you can custom-set the frame rate by putting it on a higher FPS. Never miss the chance to outsmart your opponents.


EVERY CAMERA IN THE RED LINEUP OFFERS POWERFUL FRAME RATE PERFORMANCE. SHOOTERS CAN ADD UNIQUE ELEMENTS LIKE TIMELAPSE OR SPEED-RAMPING TO NARRATIVE WORK, PULL SHARP STILLS TO CAPTURE ANY MOMENT, OR REPLACE THEIR SPECIALTY-CAM SHOTS.


V-RAPTOR FEATURES IN-CAMERA AI PROCESSING AND ON-SENSOR ENHANCED PHASE DETECT AUTOFOCUS, OFFERING THE VERSATILITY AND CONFIDENCE FOR USERS TO BRING ITS UNPARALLELED CINEMATIC IMAGE PERFORMANCE INTO NEW WORLDS. UPCOMING ENHANCEMENTS ALSO INCLUDE FACE DETECTION AND OBJECT TRACKING.


V-RAPTOR provides multiple camera side solutions for filmmakers to confidently enter the quickly evolving worlds of virtual and remote production without compromising on image quality or camera system performance.


The super-smooth slow motion that you see in movies is filmed at high frame rates from 60 to 240 frames per second (fps) and above, then played at a lower frame rate like 24 frames per second to slow it down in real-time. One second of 240 fps footage takes 10 seconds to play at 24 frames per second giving you very smooth slow motion. Changing the speed at which the footage is played overtime is called speed ramping.


Add some of your own high frame rate footage to the timeline in the Edit Page, or use some stock footage from Motion Array. Select the clip and check the frame rate in the metadata tab then check your timeline frame rate in the settings tab. Use these two figures to work out how much you will be able to slow it down without losing frames then use one of the methods below to slow it down.


Likewise, if you drop a 24 fps clip in a 30 fps timeline Resolve needs to create 6 more frames for every second of the clip. The frame interpolation method used has a big impact on the quality of the results. There are a few ways Resolve can do this.


The frame interpolation method DaVinci uses is set in the project settings under Master Settings > Frame Interpolation or at the clip level in the Inspector under Retiming and Scaling.


Along with the Frame Interpolation options, you can set the Motion Estimation mode and Motion range for performance or quality (Faster vs Enhanced and Large to Small).


Changing the speed a clip plays back in the timeline also affects the audio that is linked to that clip. This does not apply to changes made under clip attributes in the media pool or unlinked audio. To change separately recorded audio along with the clip you need to link the clip and the audio.


Generally, audio for slow-motion clips should be dealt with separately (by unlinking it from the clip) unless you want the sound to change along with the clip. This may work in some instances where it is intended e.g. a slow-motion reaction shot. To achieve that slow-motion sound, untick the Pitch Correction box in the change clip speed dialog.


Speed ramping refers to changing the clip speed over time by adding speed points to the clip. The speed points allow you to break the clip into different sections that play at different speeds for great effect.


There are a few main issues that you will come across when working with slow motion in DaVinci Resolve. The majority are caused by not understanding how DaVinci Resolve works with slow motion, which hopefully after reading the article you understand now. Below are some troubleshooting tips.


The simple answer here is that in most cases the footage has been slowed down beyond the available frames and DaVinci Resolve is making up new frames to compensate. There is no warning for this, you need to know the frame rates of your footage and how much you can push it. So check the frame rate and adjust your clip speed accordingly.


The frame interpolation method set in the project settings or for a clip can cause even very capable systems to come to a grinding halt if you are trying to slow down footage excessively and have options like optical flow or speed warp selected. Give it time to render or change it to the nearest or frame blend. 041b061a72


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