• Doomsider@lemmy.world
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    2 days ago

    Sony: we no longer want to support the PC

    PC: we are emulating your hardware now so we don’t care

  • melsaskca@lemmy.ca
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    1 day ago

    How many FPS does it take to satisfy the human eye? Why would adding more than that matter, if there is a limit? Is it just the puffery of salesmanship?

    • Holytimes@sh.itjust.works
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      10 hours ago

      To actually give you a honest reply. 24 roughly.

      Persistence of vision starts to kick in around 24 fps. The human eye then can tell difference up to a few hundred fps with reduced returns as you go up. Around 400-800 fps depending on age, gender and and a few other factors you lose the ability to tell detail, then color, then motion then anything but if light is on or off. Eventually at high enough fps you even lose that ability.

      The US Air Force actually did lots of studies on this back in the day most are floating around.

      The simple result was that 24-30 fps is 99.999% enough for anyone to have motion be understandable and smooth with various levels of improvement up to only about 200 fps in extremely rare and specific cases.

      Mind you this is based on testing that was done on crts. So led and other display techs vary to differing degrees. But everything and everyone kinda tops out around 100ish for any real benefits till you get into specific niche cases.

      • BlackLaZoR@lemmy.world
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        5 hours ago

        To actually give you a honest reply. 24 roughly.

        No that’s a fucking myth. It’s a minimum for a film making but that’s completely irrelevant for computer graphics.

    • It depends on the person and the application.

      For most people, when it comes to film, 24 frames a second is the minimum necessary for it to be perceived as fluid motion.

      With a video game, where the user controls the input, 30 frames per second is typically the minimum target necessary for fluid motion; but personally, I only see it become truly fluid at 60 or more.

      You can certainly see a lot more than that and reality doesn’t really operate on frames per second, so there’s no way to know how many FPS becomes more than you’d ever perceive.

      • melsaskca@lemmy.ca
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        5 hours ago

        Something to think about. What I’m getting is FPS for analog and FPS plus “refresh rate” for digital.

      • Holytimes@sh.itjust.works
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        10 hours ago

        There is a way! The us air force studies this decades ago. It’s not all that unknown at all and basically never has been.

        It’s just no one actually gives the topic honest consideration and basically just memes ruining any real chance at explanation.

    • MrPnut@lemmy.world
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      21 hours ago

      I used to play software Quake 1 on a POS Cyrix (remember them?) PR133 x86 clone. 30fps + 200-250ms ping. 30fps felt fine bit the lag was miserable until QW came out.

    • chris@l.roofo.cc
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      1 day ago

      For many games the lower limit is 30 FPS for it to feel not like a slideshow. 60 is considered mostly smooth. Up from that it will feel smoother a nice achievable swetspot is 90-120 FPS. Everything above that is only really useful for esports.

    • Goodlucksil@lemmy.dbzer0.com
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      1 day ago

      It depends on the game.

      Chess is playable on 1 FPS, Snake and Pong are probably playable at 10-15 fps, most games where you move your character are playable with slowdown around half speed (30 FPS), and slowdown is hardly noticeable on the 50 FPS column unless the game is very time-precise or it’s being speedran

      • AwesomeLowlander@sh.itjust.works
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        12 hours ago

        Depends on the player, many players can notice improvements up to the 100+ FPS range, so if the hardware supports it that would probably become the default at some point in future.

  • DupaCycki@lemmy.world
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    2 days ago

    This is one of the very few areas that AI is really beneficial to. Probably because it includes a lot of backwards engineering and rewriting instructions for different architectures.

    You know… the kind of manual labour AI was supposed to handle, so that we could focus on more important tasks. And precisely what 99% of actual AI usage isn’t for.

    I’m not very familiar with the project, but their GitHub repo shows Claude as top 3 contributor by commits, and top 11 by additions, so clearly it’s being heavily used.

    If you want to check for yourself:

    • threeonefour@piefed.ca
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      2 days ago

      I’m not very familiar with the project,

      Neither is anybody else. A codebase entirely written by AI is a codebase nobody is very familiar with.

      • FauxLiving@lemmy.world
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        2 days ago

        Of the 200+ commits from the top 3 contributors, 17 are from Claude. 172 are from the project owner. So, ‘entirely written by AI’ is nonsense.

        I mean, sick AI burn and all, but you’re leaping to unsupported conclusions.

        • invertedspear@lemmy.zip
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          1 day ago

          17 are from AI agents. Every contributor could be using AI tools on their local branch. Git will attribute those changes to the person. No telling how much code is AI generated vs how much is artisanal.

          • Holytimes@sh.itjust.works
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            10 hours ago

            Exactly so claiming it’s all AI is just as retarded as claiming none of it is.

            If you can’t prove shit, shut the fuck up, sit the fuck down and gather more information till you can prove shit.

            Other wise claim off the facts you have at hand.

            Assuming is what assholes and idiots do.

            • invertedspear@lemmy.zip
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              9 hours ago

              Someone piss in your Cheerios? You’re taking a lot of anger out on me for no reason. All I did was point out that there may or may not be a lot of AI coding beyond the measurable commits that were from agents directly. I made no claims towards something being any level of AI generated.

              Be at ease man, nothing worth getting that worked up about.

    • Psythik@lemmy.world
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      2 days ago

      Yeah not too long ago Sony decided to stop porting their games to PC (used to be after a two year delay). I have no idea why. Probably cause Japan hates PC gaming.

    • thingsiplay@lemmy.ml
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      2 days ago

      I don’t know the details, but one of the reasons why the games run so good is that they don’t need to emulate the CPU in its entirety. So the emulator wouldn’t work on anything else than x86, unless the emulator is run with an emulator on top of it (like Fex). But I don’t know to what degree the emulation goes deep. I mean we can install Linux operating system and run the Steam games directly without emulation on the PS5. It is probably something like Wine. But compared to Windows, the environment is pretty clear and users cannot install or replace anything in the system themselves.

      Disclaimer: I don’t know what I’m talking, this is just information fact checked by my gut feeling.

  • Sina@beehaw.org
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    1 day ago

    I find it somewhat funny that suddenly this project is off like a rocket 2 months before GTA6.

  • FauxLiving@lemmy.world
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    2 days ago

    Finally.

    I can play New Joe & Mac: Caveman Ninja without paying the console tax. Truly the year of the Linux desktop