sprite animation fps

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Mlok
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sprite animation fps

Post by Mlok »

Hello everyone.
I was wondering, how much fps should a in-game sprite animation have (for example a walking soldier in a real-time strategy or sometnhing like that) for the movement to appear smooth?
I know that in case of progressive rendering (wich is case of sprite rendering) 23-25 fps is fine - most divx movies are encoded like this and they seems as smooth as they can be. But I don't want to stress the engine more than is necessary, the stress will build up once there are many animations on the screen at once. I thought about 15 fps may work - what do you think?
maddogg6
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Post by maddogg6 »

not that I know much... but I would think its not *just* FPS used in an animation to consider when talking 'stress'... I would think the number of frames is as much, if not more, of a consideration..

Considering - more frames would mean more memory (assuming sprites are in bitmap form, as opposed to vector based) - and it seems memory is a large factor when talking performance in general.

So, I would think finding the right number of frames at the right FPS is something to play with to optimize speed and 'smoothness'...

?? I dunno, maybe I'm dummer than I realize??

But I have encoded video at 12 FPS and recall it being better than I expected... something to try I guess is all I can say with certainty..
But I doubt I would complain about 15FPS in an animation personally, providing the frames used in the animation were done smoothly.
Mlok
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Post by Mlok »

maddogg6: Thanks. Hm.. I think when talking about stress, you are basically to count how much sprites of which size are to be drawn at once - and if this "once" is long enough to draw them all while keeping other cpu/gpu tasks smooth. Memory shouldn't be a problem - as long as you dont push the OS to use virtual memory.
I'm asking because if I'm to make an naimaton, I need a target fps to determine the number of frames, otherwise the the result will run too slow/fast.
I'll probably try to experiment a bit with animated gifs, if I locate some useful software to do that.
elsairon
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Post by elsairon »

Classic Disney films ran at 12fps.

I think 15 is the base standard for animation, or course many games run well above that.

If you are going cartooish style you could keep the lower fps and add motion blurs to the animations to fill in the distance gaps, oherwise crank them up.

Your result will probably be a balacing of how many sprites you can easily and hold in memory and how quickly you want to display them.

I would suggest running a few benchmarks with different amounts/sizes/speeds of sprites on your lowest end target platform to get an idea of what you can expect to work well.

Best, elsairon
maddogg6
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Post by maddogg6 »

Mlok wrote:maddogg6: Thanks. Hm.. I think when talking about stress, you are basically to count how much sprites of which size are to be drawn at once - and if this "once" is long enough to draw them all while keeping other cpu/gpu tasks smooth.
Ahh - ok.. .like I said... I dumm :P

I dunno tho.... FPS, as far as I can tell - is more of an 'end result' consideration... other than, if limiting frame rate to 30 and a 15 FPS sprite just makes more sense (skip every other frame, which could equate to splitting the sprite up dates in 2, as opposed to using 30 FPS/12FPS for sprites)

But this sounded like an excellent suggestion:
add motion blurs to the animations to fill in the distance gaps
Providing its not done in real time, that the frames made for the sprite have the motion blur already in the bitmaps...(at first I thought 'real-time', and then thought..'NOOOOO' thats gonna be slow...but then I realized what what was said there...)

Sorry if Im confusing others here... but, I guess my preconceptions can be put to rest this way too... so, I am at least learning to be lesser dumm)
Leonheart
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Good you!

Post by Leonheart »

Must consider screen size for render. Time to manipulate (Soft render) 640x480 average take about 25-35fps on 200MHz DDR just to acess and manipulate the graphics. So it's good to take about 50-60% of CPU comsume as well just to handle the other gameplay, AI and sound.

15fps looks nice, look enough! Preety well.
Take a look for final fantasy VIII on PSX, it's 15fps with the CG movie too.
1000101
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Post by 1000101 »

It all depends on the type of game.

In an RTS, 10 FPS is ok for unit aminations although, the system should respond and operate at a much higher rate, ie: 25+ FPS for screen updates and responses to user AI.

For an FPS, 30 is the minimum, 60 is prefered where the system updates and responds on a 1-to-1 ratio with user input.
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