I'm hunting for a good way to explain to gamers feeling burned by not understanding what's going on in a TV (as opposed to a CRT or computer LED) and this is the best I've come up with so far.
I'll appreciate any input, because I'm not sure yet how else to describe this.
Note: This is not meant to be perfect. It's meant to explain *roughly* why if frames are coming out X per second, why it takes longer than 1/Xth of a second from input to output.
Note2: I'm (unfortunately) collapsing together the notion of response time and time spent per frame, because though different, perhaps it's close enough to not warrant a divergence here? Tell me.
Note3: It's also not allowing for the understanding of frames being created midstream (via tweening/interpolation) within the display. It's strictly trying to describe the difference between the frame rate displayed and the amount of time working on all of them.
Here's my analogy so far. (The numbers are stretched to make a point.)
It's reminding me of the difference between "ping" and "data rate" that I had an endless problem explaining to gamers in the past. I had to resort to depicting a gigabit per second data trunk from here to the sun to explain the difference.
I'll appreciate any input, because I'm not sure yet how else to describe this.
Note: This is not meant to be perfect. It's meant to explain *roughly* why if frames are coming out X per second, why it takes longer than 1/Xth of a second from input to output.
Note2: I'm (unfortunately) collapsing together the notion of response time and time spent per frame, because though different, perhaps it's close enough to not warrant a divergence here? Tell me.
Note3: It's also not allowing for the understanding of frames being created midstream (via tweening/interpolation) within the display. It's strictly trying to describe the difference between the frame rate displayed and the amount of time working on all of them.
Here's my analogy so far. (The numbers are stretched to make a point.)
Imagine you're designing a very high-end mythical car wash. You're trying to get as many cars washed as you can in a day. But you realize that it still takes an hour to really wash/dry/wax a car properly.
What do you do?
You set up a 12 stage wash. There are 12 bunches of people, each bunch (say 4 people each) after another in a long line.
A car comes in to the first stage and gets 5 minutes of attention and then moves to the next stage. As it moves to the next stage, another car comes into the first stage.
Each car still takes a hour to complete from going in to going out, but you're still able to do 12 cars an hour exiting the wash.
Each car is a frame.
The hour is the lag.
The 5 minutes is the response time. (<----broken idea)
12 cars a second is the frame rate.
What do you do?
You set up a 12 stage wash. There are 12 bunches of people, each bunch (say 4 people each) after another in a long line.
A car comes in to the first stage and gets 5 minutes of attention and then moves to the next stage. As it moves to the next stage, another car comes into the first stage.
Each car still takes a hour to complete from going in to going out, but you're still able to do 12 cars an hour exiting the wash.
Each car is a frame.
The hour is the lag.
The 5 minutes is the response time. (<----broken idea)
12 cars a second is the frame rate.
It's reminding me of the difference between "ping" and "data rate" that I had an endless problem explaining to gamers in the past. I had to resort to depicting a gigabit per second data trunk from here to the sun to explain the difference.















