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Is my FPS too high?

Claps

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I had about 130 FPS consistently and then I decided to install Optifine. Now my fps is somewhere in the range of 300-600 FPS. But when I get into fights now the players freeze and then 5 seconds later they will be somewhere else. I'd say this was lag but it never happened before optifine, so is it optifine or what?

I'm playing on Max FPS
 

Ninetailefox92

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Really the crazy high fps is not needed, your screen probably cant handle the frame rate maybe? just lock your frame rate at a lower rate, the human eye can only register 60 frames a second so any faster isnt needed
 

ThatOneTomahawk

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Really the crazy high fps is not needed, your screen probably cant handle the frame rate maybe? just lock your frame rate at a lower rate, the human eye can only register 60 frames a second so any faster isnt needed
That's actually not true. While the average human eye finds it difficult to see over 60 frames per second, people still find a difference with higher frame rates. That's the reason why 120 hertz monitors exist, because people can tell the difference between 60 hertz monitors and 120 hertz monitors.
 

The Arena Master

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That's actually not true. While the average human eye finds it difficult to see over 60 frames per second, people still find a difference with higher frame rates. That's the reason why 120 hertz monitors exist, because people can tell the difference between 60 hertz monitors and 120 hertz monitors.
60 FPS or so is literally the max a human eye can interpret. 120 Hertz Monitors are typically known for being smoother as well as having adjustments that can be made easily such as height.
 

ThatOneTomahawk

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60 FPS or so is literally the max a human eye can interpret. 120 Hertz Monitors are typically known for being smoother as well as having adjustments that can be made easily such as height.
There is no certain FPS that the eye can see. It varies from person to person. Let me tell you that 60 FPS is not the maximum the human eye can see. There have been studies proving that the limit is not 60 FPS.
 

The Arena Master

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There is no certain FPS that the eye can see. It varies from person to person. Let me tell you that 60 FPS is not the maximum the human eye can see. There have been studies proving that the limit is not 60 FPS.
Anyone I've ever talked to says they see no difference between 60 FPS or a FPS higher than that.
 

ThatOneTomahawk

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Anyone I've ever talked to says they see no difference between 60 FPS or a FPS higher than that.
The reason for that is most people do not have a monitor that is higher than 60 hertz. If you have a 120 hertz monitor, the extra smoothness that you see is due to the fact that you doubling the screen refresh rate. IE, doubling the FPS.
 

The Arena Master

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The reason for that is most people do not have a monitor that is higher than 60 hertz. If you have a 120 hertz monitor, the extra smoothness that you see is due to the fact that you doubling the screen refresh rate. IE, doubling the FPS.
Ah, I see. I'll have to look into that. Are they worth the buy?
 

Mamiamato24

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It's easy to understand the TV and Movies and the technology behind them. Computers are much more complex. The most complex being the actual physiology /neuro-ethology of the visual system. Computer Monitors of a smaller size are much more expensive in cost related to a TV CRT (Cathode Ray Tube). This is because the phosphors and the dot pitch of Computer Monitors are much smaller and much more close together making much greater detail and much higher resolutions possible. Your Computer Monitor also refreshes much more rapidly, and if you look at your monitor through your peripheral vision you can actually watch these lines being drawn on your screen. You can also observe this technology difference by watching TV where a monitor is in the background on the TV.

A frame or scene on a computer is first setup by your video card in a frame buffer. The frame/image is then sent to the RAMDAC (Random Access Memory Digital-Analog-Convertor) for final display on your display device. Liquid Crystal Displays, and FPD Plasma displays use a higher quality strictly digital representation, so the transfer of information, in this case a scene is much quicker. After the scene has been sent to the monitor it is perfectly rendered and displayed. One thing is missing however, the faster you do this, and the more frames you plan on sending to the screen per second, the better your hardware needs to be. Computer Programmers and Computer Game Developers which have been working strictly with Computers can't reproduce motion blur in these scenes. Even though 30 Frames are displaying per second the scenes don't look as smooth as on a TV. Well that is until we get to more than 30 FPS.

NVIDIA a computer video card maker who recently purchased 3dFx another computer video card maker just finished a GPU (Graphics Processing Unit) for the XBOX from Microsoft. Increasing amounts of rendering capabilities and memory as well as more transistors and instructions per second equate to more frames per second in a Computer Video Game or on Computer Displays in general. There is no motion blur, so the transition from frame to frame is not as smooth as in movies, that is at 30 FPS. In example, NVIDIA/3dfx put out a demo that runs half the screen at 30 fps, and the other half at 60 fps. The results? - there is a definite difference between the two scenes; 60 fps looking much better and smoother than the 30 fps.

Even if you could put motion blur into games, it would be a waste. The Human Eye perceives information continuously, we do not perceive the world through frames. You could say we perceive the external visual world through streams, and only lose it when our eyes blink. In games, an implemented motion blur would cause the game to behave erratically; the programming wouldn't be as precise. An example would be playing a game like Unreal Tournament, if there was motion blur used, there would be problems calculating the exact position of an object (another player), so it would be really tough to hit something with your weapon. With motion blur in a game, the object in question would not really exist in any of the places where the "blur" is positioned, that is the object wouldn't exist at exactly coordiante XYZ. With exact frames, those without blur, each pixel, each object is exactly where it should be in the set space and time.

The overwhelming solution to a more realistic game play, or computer video has been to push the human eye past the misconception of only being able to perceive 30 FPS. Pushing the Human Eye past 30 FPS to 60 FPS and even 120 FPS is possible, ask the video card manufacturers, an eye doctor, or a Physiologist. We as humans CAN and DO see more than 60 frames a second.

With Computer Video Cards and computer programming, the actual frame rate can vary. Microsoft came up with a great way to handle this by being able to lock the frame rate when they were building one of their games (Flight Simulator).

TL;DR This explains a lot ;)
It can be found here.
 

Theoretical

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It's easy to understand the TV and Movies and the technology behind them. Computers are much more complex. The most complex being the actual physiology /neuro-ethology of the visual system. Computer Monitors of a smaller size are much more expensive in cost related to a TV CRT (Cathode Ray Tube). This is because the phosphors and the dot pitch of Computer Monitors are much smaller and much more close together making much greater detail and much higher resolutions possible. Your Computer Monitor also refreshes much more rapidly, and if you look at your monitor through your peripheral vision you can actually watch these lines being drawn on your screen. You can also observe this technology difference by watching TV where a monitor is in the background on the TV.

A frame or scene on a computer is first setup by your video card in a frame buffer. The frame/image is then sent to the RAMDAC (Random Access Memory Digital-Analog-Convertor) for final display on your display device. Liquid Crystal Displays, and FPD Plasma displays use a higher quality strictly digital representation, so the transfer of information, in this case a scene is much quicker. After the scene has been sent to the monitor it is perfectly rendered and displayed. One thing is missing however, the faster you do this, and the more frames you plan on sending to the screen per second, the better your hardware needs to be. Computer Programmers and Computer Game Developers which have been working strictly with Computers can't reproduce motion blur in these scenes. Even though 30 Frames are displaying per second the scenes don't look as smooth as on a TV. Well that is until we get to more than 30 FPS.

NVIDIA a computer video card maker who recently purchased 3dFx another computer video card maker just finished a GPU (Graphics Processing Unit) for the XBOX from Microsoft. Increasing amounts of rendering capabilities and memory as well as more transistors and instructions per second equate to more frames per second in a Computer Video Game or on Computer Displays in general. There is no motion blur, so the transition from frame to frame is not as smooth as in movies, that is at 30 FPS. In example, NVIDIA/3dfx put out a demo that runs half the screen at 30 fps, and the other half at 60 fps. The results? - there is a definite difference between the two scenes; 60 fps looking much better and smoother than the 30 fps.

Even if you could put motion blur into games, it would be a waste. The Human Eye perceives information continuously, we do not perceive the world through frames. You could say we perceive the external visual world through streams, and only lose it when our eyes blink. In games, an implemented motion blur would cause the game to behave erratically; the programming wouldn't be as precise. An example would be playing a game like Unreal Tournament, if there was motion blur used, there would be problems calculating the exact position of an object (another player), so it would be really tough to hit something with your weapon. With motion blur in a game, the object in question would not really exist in any of the places where the "blur" is positioned, that is the object wouldn't exist at exactly coordiante XYZ. With exact frames, those without blur, each pixel, each object is exactly where it should be in the set space and time.

The overwhelming solution to a more realistic game play, or computer video has been to push the human eye past the misconception of only being able to perceive 30 FPS. Pushing the Human Eye past 30 FPS to 60 FPS and even 120 FPS is possible, ask the video card manufacturers, an eye doctor, or a Physiologist. We as humans CAN and DO see more than 60 frames a second.

With Computer Video Cards and computer programming, the actual frame rate can vary. Microsoft came up with a great way to handle this by being able to lock the frame rate when they were building one of their games (Flight Simulator).

TL;DR This explains a lot ;)
It can be found here.

What is that monstrosity? Words? ... God, help me.
 

Claps

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No answer so far has been completely on topic. This is great! :D
 

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