Interesting to hear that, consumer market has been well past 30 fps for years, to my knowledge. For example:
- Phones are widely at 120 fps as of a couple years ago.
- Gamers have been targeting 240 fps for years and years, since 2018?
- On the low end, ex. Steam Deck requires you manually opt-in if you're happy with less than 60.
I'm curious for some groups you're aware of that commonly accept 30. (note: not a trick question, ex. we know movies are 24 fps, and professional 3D renderers are happy with not-real-time, but we're thinking about 3D rendering for games)
PS5 came out 4 years ago (November 2020) and has 4 games at 30 fps. Of 3140.[1]
PS5 and Series X both have an infamous problem with ports from older generations coming over at 30fps, because they were render-locked to that in the previous console generation, and no upgrade work was done during the port.
Beyond that, 30 fps comes about via opting into it via choosing raytracing at 4K.
It's a massive reach to describe 30 fps as commonly accepted. And that's without considering the context: it's being used to argue for the usefulness of a cloth simulation neural network that takes 18 ms to render on a 3090, not 2020 consoles.
Moreover, those screenshots aren't showing a game with some clothing simulation. They're showing a nearly-empty render except with some cloth simulation.
I think steelmanning is good and important for conversation, but its hard to swallow here. Blithe while taking too many liberties that are likely to shade rather than shed light.
[1] https://www.reddit.com/r/PS5/comments/1biskb4/there_are_3140...
Toy Story was rendered at 24 FPS and I don't know a single person who refused to accept it as-is. In fact, I hear more people complain when cinematics aren't run at a filmic framerate.
Consoles, hand helds usually aim for 30+
Real time rendering, video streaming etc, are 24-30.
If the nit is my phrasing, let me rephrase, the point is that it's usable in an interactive/real-time application. It's perhaps at the lower bar, but 30 fps is far from a rarity. Though not always ideal, it's certainly acceptable.
They're only briefly at 120fps during important things like full screen scrolling. Phones are battery powered and passively cooled, so rendering at 120fps would be very wasteful even if you can do it.
The important thing about 120fps is that a lot of things are factors of it; you can't play a 24fps movie on a 60fps screen.
> Many of these tools are now widely used by graphics designers, animated film creators and videogame developers worldwide.