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What are the potential source media frame rates we need to work with

             What are the potential source media frame rates we need to work with

            Frame rate or burst rate or update rate refers to the frequency or number of time successive series of images or frames appears on a display panel. Other than on computer graphics, the same also applies to all other motion capture systems, for example, video and film cameras. Furthermore, these frequencies are always measured in terms of fps (frames per second) (Lisa, 2009 p.130). For instance, at 30 frames per second, 30 different images could have been displayed in the display panel just within one second. In case the fps is found to be relatively low, the movement of those images will ultimately appear to be jerky and jagged. In case of the synchronization errors, the fps are likely to be too high, hence resulting to the overloading of the monitor which in return make it to malfunction (Jon, 2013 p.144).

                                    Why frame rates exists in our post industry

            Within our post industry, it means that cameras whether moving or immovable use the same principle to operate. When the lens of the camera is opened for a certain period of time, there is the exposure of light which in return enables the capturing of an image. This in return creates a frame. When it come moving images, the fill will be either be digitally captured or typically recorded before being converted to either 24-60 fps for the purpose of enhancing smooth transitions. In so doing, it is possible to do flipbook animations ranging between 12fps. Hertz (Hz) is used to refer to monitors, for example 1 fbs is equal to 1 hertz (Lopez, 2004 p.417). 

            When the speed of the frame is relatively low, it is possible to experience rough video quality or increasing lag time during the streaming process. In case the monitor a person will be using cannot have the ability of keeping up with the graphics of the video game, there is the likelihood of doubling or tripling certain frames. This in return will end up creating slow visual effect. Although this could not induce a huge impact to low-key video player, it is important to keep in mind that it is possible for him or her and their team to be easily defeated in the process of participating in big leagues (Lisa, 2009 p.130). For instance, during the early days, video game players used to take into account the significance of using high frame rate. The reason for that is because split seconds have been realized to induce a huge difference when the player tries to attack his or her opponent. Therefore, having the ability of processing more and more frames just within a short period of time provide the video player with a competitive edge. This becomes possible through making the reaction time high and keeping the images more and more sharp (Smith & AGI Training Team, 2012 p.14). 

                                    What determines the frame rate of our project?

            In case a person decides to compare the frame ranging between 60-120 hertz monitor, it is not easy to realize the difference that exist between the two. Regardless of that, there will be a significant noticeable gap in terms of their video quality just because of the latency in the delivery of the frame. A minimum of 24 frames per second is typically what a person will demand for ensuring that separate frames have appeared as single moving image (Jon, 2013 p.144). Despite that with the increase in the number of the frame rate, it means that its speed and the quality of the image will improve. For example, for serious video player, the optimization of the frame rate is important when it comes to the need of improving the quality of the game. In case that cannot be taken into consideration, it is possible for the opponent to win the game because of the speed and clarity of the game (Blackman, 2013 p. 15). 

            The targeted frame rate of the video gamers is something that is perceived to be more influential. The reason for that is because having a strong link between its graphics card is ultimately vital as compared to having a faster one. For example, the majority of the PC action games are always displayed at 60 frames per second but even using a frame rate of 30 frames per second or higher than that is fine. Ideally, using a frame rate that is relatively at slow points is not suitable to enhancing the speed and the quality of the game when the action peaks (LaMothe, 2002 P.806).  In case our project will depend on 30 frames per second only, it means that the game will be likely to decrease much low with time as it becomes hectic. This will in return impact our performance or the level of competition. Within our project, the larger the objects accompanied by the display of less action, it means that the game will be more tolerable with such low frame rate. This will give the gamer more time to explore both the quality and speed of the game (Bryant & Nardone, 2012 p.85). 

            With the games that covers more space and smaller objects; it means that it important to use 60fps or less than that. This then means that the mechanism here will entail balancing the graphics quality and the frame rate of the game to be played. With 60 frames per second, the gamer will have a smooth time for playing although relatively low frame rate per speed have the tendency of giving the gamer better graphics. Despite that, it is important to use 50 frames per second in case a person is seeking for stable balance (Snyder, 2017 p.20).

                        How do we resolve delivering different frame rates?

            From the foregoing, we have understood the manner in which frame rate affects one’s geam-play. Therefore, it is important for the gamer to ensure that he or she has determined the rate at which his or her system is running at. There exists several means of checking the system’s frame rate speed so as to determine the kind of performance he or she is getting in the process of playing the game. One of the means that can be used to resolve this problem it is important for the gamer to ensure that he or she has decreased his or her resolution system display setting to a relatively low contract (Snyder, 2017 p.20). Another mechanism entails changing the video playback settings. To increase the performance of the game, it is also recommended to ensure that a person have regularly updated the graphic card drivers using improved hardware. Other than over-clocking the hardware, it important utilizes the modern PC optimization software for the purpose of changing the fps to desirable level (Blackman, 2013 p. 15). 

 

 

 

 

 

 

 

 

                                                            References

BLACKMAN, S. (2013). Beginning 3D game development with Unity 4: all-in-one, multi-platform game development. http://www.books24x7.com/marc.asp?bookid=57518.

BRYANT, J., & NARDONE, M. (2012). Java 7 for absolute beginners. Berkeley, CA: Apress.

JON, K. (2013). Motion Graphic Design: Applied History and Aesthetics. Taylor & Francis, 2013

LAMOTHE, A. (2002). Tricks of the Windows game programming gurus. Indianapolis, Ind: Sams.

LISA, B. (2009). Final Cut Pro 7: Visual QuickPro Guide. Peachpit Press

LOPEZ, L. A. (2004). New perspectives on Macromedia Flash MX 2004: Comprehensive. Boston, Mass: Thomson/Course Technology.

SMITH, J., & AGI TRAINING TEAM. (2012). Adobe After Effects CS6 digital classroom. Indianapolis, IN: Wiley.

SNYDER, D. (2017). Speedrunning: interviews with the quickest gamers. Jefferson, North Carolina McFarland et Company, Inc., Publishers

 

 

 

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