On May 8, 2008, at 4:27 PM, Zeh Fernando wrote:
But it's important to remember movies work well at 24fps because
they capture slices of time and not static frames. An entire 1/24
of a second is present on each of those frames, while with computer
graphics we have a moment frozen in time.
On May 7, 2008, at 1:06 PM, Steven Sacks wrote:
The fact of the matter is, running at a higher frame rate makes
things look smoother. Period, end of statement.
That's not an accurate generalization. Higher frame rate != smoother
display in all cases. It matters for progressive elements
The fact of the matter is, running at a higher frame rate
makes things
look smoother. Period, end of statement.
No, in most cases, yes, but performace on some machines can actually
cause it to drop frames and look even choppier than a lower framerate.
It all depends on what kind of animation
I've only had a chance to glance at this thread, but it seems that most of
the replies are leaning this way. I agree with what appears to be the
majority sentiment, expressed most recently by Jason.
Many things will cause performance to suffer with a higher frame rate.
Injudicious use of bitmap
Depends on the browser. Different browsers choke plugins in different
ways. Two links:
http://graphics-geek.blogspot.com/2008/04/off-bubblemark.html
http://www.kaourantin.net/2006/05/frame-rates-in-flash-player.html
Film is at 24fps... Disney animation, so compelling, was two-up, or
twelve
: [SPAM] Re: [Flashcoders] FPS limit of flash player inside browser?
Depends on the browser. Different browsers choke plugins in different ways. Two
links:
http://graphics-geek.blogspot.com/2008/04/off-bubblemark.html
http://www.kaourantin.net/2006/05/frame-rates-in-flash-player.html
Film
Maybe this is what your after?
http://www.craftymind.com/2008/04/18/updated-elastic-racetrack-for-flash-9-and-avm2/
On May 7, 2008, at 2:07 PM, Sander Schuurman wrote:
Hi,
Just came across some limitations on the fps of a flash movie inside a
browser.
I've read on the internet some
Hi,
The thing is, when you set a FPS value, you're setting an upper limit. It's
like telling the player not to play more than n frames per second. But the
actual frame rate depends on the available resources. If you're doing
something rather processor intensive, the player is likely to start
Great article, thanks for the link.
2008/5/7, Sidney de Koning [EMAIL PROTECTED]:
Maybe this is what your after?
http://www.craftymind.com/2008/04/18/updated-elastic-racetrack-for-flash-9-and-avm2/
On May 7, 2008, at 2:07 PM, Sander Schuurman wrote:
Hi,
Just came across some
No problem :)
This article really clarified a lot for me.
Sid.
On May 7, 2008, at 3:20 PM, Juan Pablo Califano wrote:
Great article, thanks for the link.
2008/5/7, Sidney de Koning [EMAIL PROTECTED]:
Maybe this is what your after?
Juan Pablo Califano wrote:
By the way, in most cases setting a FPS above 30 doesn't make much sense
(bear in mind that a NTSC video signal runs at 30 FPS, and a PAL one at 25
FPS). And it will only worsen frame-dropping problem, if you already have
one.
I'm awfully tired of hearing this
On Wednesday 07 May 2008 14:06:43 Steven Sacks wrote:
The fact of the matter is, running at a higher frame rate makes things
look smoother. Period, end of statement. If you take a time-based
animation inside a 30fps movie and a 60 fps movie, the 60 fps version
will look a lot smoother. It's
On Wed, May 07, 2008 at 10:06:43AM -0700, Steven Sacks wrote:
The fact of the matter is, running at a higher frame rate makes things
look smoother. Period, end of statement. If you take a time-based
animation inside a 30fps movie and a 60 fps movie, the 60 fps version
will look a lot
Ok, I might be wrong about the smothness, I just don't seen any
difference, but that can be subjective. However, using a higher frame rate
does put more burden on the rendering routines, so if you already have a
problem with frames being dropped, it will only get worse by incrementing de
FPS.
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