|
|
 |
 |
 |
 |
|
|
| Wednesday, 3 August 2011 | GUI Slowness |
Today someone made a nice comment today that made me think. They said:
"there is no hardware video accel, so it's slow". Then
someone's response was "slow is a relative term". Both of
which are very true. What IS fast or slow in a GUI context?
Do we have any real definitions? I keep seeing people trying to make
their games run faster than 60FPS in an attempt to go on about how
much better it is, when reality is, their eyes won't percieve more
frames than that (we can debate center of vision vs peripheral if you
want to get into details), but the point here is that in reality for
most people ther *IS* something considered fast for a GUI,and then
slow. This will vary from person to person, BUT there will be general
ballparks.
So what are these ballparks. What is fast? What is Slow? So I propose
the following standard (median framerate):
- over 60FPS - Pointless
- 60FPS - Fast
- 50FPS - Good
- 40FPS - Average
- 30FPS - Bareable
- 20FPS - Bad
- 10FPS - Fail
- under 10FPS - Don't even bother
I know this over simplified things. What is your screen refresh rate?
Really humans see about 45-50FPS in the center of vision and maybe
75FPS in peripheral vision. You can get away With 50FPS being fast, if
that is your screen refresh rate. But the point of this little ditty
is, that we can get a common language for what Fast is when it comes
to a GUI. One should always strive to try get "60FPS" (manage to
render at refresh rate - if refresh rate is 50FPS like in PAL, then
aim for 50FPS). Make sure you produce an updated frame regularly every
refresh (if there is something to update).
|
|
|
|
 |
 |
 |
 |
|
Copyright © Carsten Haitzler |
raster@rasterman.com |
+61 413 451 899 |
My CV/Resume
|