1,834 reputation
1410
bio website duckmaestro.com
location United States
age 30
visits member for 3 years, 5 months
seen Aug 12 at 16:16

Self-taught programmer. B.Sc. Mathematics at UCLA (2006) and M.Sc. Computer Science at UCSD (2013). My other interests include economics, philosophy, and linguistics.


Profiles: Twitter @duckmaestro | LinkedIn @cliffordchampion

Where I work: zSpace (very cool technology. check us out.)



Nov
8
awarded  Student
Nov
8
asked With proper aim can an Ambassador always one-shot a sniper?
Aug
22
comment Why do video game framerates need to be so much higher than TV and cinema framerates?
@GQCK, however input is usually buffered not processed by the game logic immediately (because of threading). However that's really besides the point. You could be processing input 200 times per frame, but if you're only updating the screen at 20 times per second the user only experiences responsiveness of 20 times per second, which is what my point #1 is getting at.
Jul
12
awarded  Nice Answer
Jun
30
comment Why do video game framerates need to be so much higher than TV and cinema framerates?
Thanks for the vote. I'd add that motion blur (or lack of) plays a part too even when input is not involved. For instance watching a demo or benchmark scene (where the user has no input) at 24 FPS would actually look a bit choppy without any motion blur.
Jun
29
awarded  Critic
Jun
29
awarded  Teacher
Jun
29
revised Why do video game framerates need to be so much higher than TV and cinema framerates?
additional link
Jun
29
awarded  Editor
Jun
29
revised Why do video game framerates need to be so much higher than TV and cinema framerates?
added 8 characters in body
Jun
29
answered Why do video game framerates need to be so much higher than TV and cinema framerates?
Jun
29
awarded  Supporter
Jun
29
comment Why do video game framerates need to be so much higher than TV and cinema framerates?
-1. Needs more sources, and I'm not convinced of some of the claims' relevancy.
Jun
11
awarded  Autobiographer