What's in a Frame: Latency, Tearing, Jitter, and Frame Rate (US)

    Gamefest 2011 Presentation
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        An old developer joke goes: "Q: How do you keep your publisher happy? A: Always render the words '60 fps' somewhere on the screen." If frame rate is so important, why do we need an on-screen monitor to tell us what it is? Surprisingly, "sluggish" or "chugging" performance doesn't always correlate with dropped frames. Why is it, for instance, that 24 fps movies can play smoothly on your TV, but 24 fps games cannot? Most titles must occasionally exceed their processing budget. How should they react? Drop frames, tear, add extra latency? Maybe all three? We present strategies for making the best of a bad situation.
    • Supported Operating System

      Windows 7

        PowerPoint, WMA
      • PowerPoint presentation and WMA

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