I have a technological background too. Repairing computers was my job in high school. I've had programming experience for over a decade. I have worked with modding before which includes working with animation files. Experience in the field does not mean you are immune from disinformation. It happens all the time. And to assume you are immune from it is to invite manipulation. I have to say though your angry reaction and insistence that I'm "spewing lies" is typical faith-based belief defense. If you wish to not be thought of as holding a faith-based belief here then I suggest you act like it and instead of insults, try debating the subject matter instead of saying "no you're wrong because you're lying!" Be more rational than that.Okay except you are talking out of your backside. Of course 60fps has more information... 30 frames per second more. There are 30 extra images every second being displayed, you can't have the same effect in 30fps because it doesn't have those frames. You can even see it when you're playing a game and you really have no goddamn clue what you're talking about. Please for the love of god show me some credible study that proves humans do not see improved quality beyond 30fps because that's bull****. I used to actually believe that myth until I did some actual research.
You're not basing this on facts or reality. I also find it incredibly insulting that you think this is "faith base" for me especially considering you are aware of my technological background and also the fact that I used to believe the 30fps thing.
I've never heard anything as silly as "well there's more information". There HAS to be more information. It's 30 frames per second more.
More frames does not equal more information. That is what is just silly. What you're trying to do here is like trying to enlarge a pixelated image. Having more of it is not going to make it look better because the information in that image simply isn't there to be used when it is enlarged. With this situation, we're talking about the animations themselves.
Do you know what animations are? They are the frames. Animations are actually assigned frame by frame. "this is its position here, and in this next frame this is how everything is positioned." and so on for all frames. And for games made before the current gen as running at higher rates was not even feasible they limited this information to only 30 frames (and in some cases only 24), since making animations for 60 frames would have doubled the workload for animators and doubled the cost for doing the game's animation. They have to manually make an animation for every single frame you're trying to run at. Trying to run the game in question at a higher framerate than 30 will not do anything because there are no in between mesh assignments between those frames. So that means every other frame is literally going to be a copy of the frame before it. Not a "really close" but an actual copy because the animation files in the mesh don't have any information for what to do that frame.
Animations are much easier to understand if you think of them like how they were done before with sprites. Think about those. They were essentially fixed animated images with a limited number of frames. Think about that, what good would running at a higher framerate would have done for a sprite game? Absolutely nothing because there were just a limited number of frames even made in the sprite animations. Model animations are, while more complicated, essentially exactly the same thing.
Here's something to put it in perspective. Motion depicted in animation is not fluid. It isn't done with a command of "move here". They're done with actual assignments of exactly where they should be every frame. "Be here in this frame, then be here in that frame." This is exactly like digital audio versus analog audio. Here, look at this image:
Here you see that an analog sound wave exactly replicates the original sound while the digital one is just an approximation. Animations work the same way since no one has yet developed a way to actually do analog animation on a computer (neither have they for analog sound either). It is not possible, with current technology, to replicate something like digitally exactly as it is in real life. It just isn't. The best we can do is approximate it. The animations in older games are like digital sound waves that have fewer steps to it. They simply are not full representations of the motion they're supposed to depict. Trying to run it faster isn't going to do anything because there is no information there to do it. Animation files in games made during this generation are like a digital sound wave that has twice the number of steps to it as before. It'll look much closer to the original, but in most circumstances you may not be able to tell the difference. As digital sounds have been indistinguishable from analog for a while. For the case of animations, having twice the number of steps means that there is an available assignment for twice as many frames so each frame at 60 fps is going to have information it can use so it can actually be different from the frames around it instead of just being a copy.
And since there is no visible difference between the framerates, despite what anyone claims, it is very easy for a modern game developer to cut corners and just use a 30 frame assignment in its animations instead of a 60 frame assignment to reduce the labor cost of hiring animators for twice as long.
All of this also means that running at higher than 60 frames is absolutely not going to do anything because so few systems are capable of it that no sane developer assigns that many frames in an animation.
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