[HN Gopher] The speed of sight: Individual variation in critical...
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       The speed of sight: Individual variation in critical flicker fusion
       thresholds
        
       Author : bookofjoe
       Score  : 24 points
       Date   : 2024-04-03 12:20 UTC (10 hours ago)
        
 (HTM) web link (journals.plos.org)
 (TXT) w3m dump (journals.plos.org)
        
       | JohnMakin wrote:
       | This comes up in an ancient and often heated discussion a lot on
       | game boards as to the "optimal" FPS to have in a game - many
       | proponents saying anything under 100 FPS is "unplayable" for
       | them, and another group saying basically anything over 60 is
       | either not noticeably perceivable to the human eye, or barely
       | noticeable.
       | 
       | I'm starting to see the pop-science-gamer-journalism
       | interpretation of this study as being "study proves some humans
       | see at different FPS" and all the 100+ FPS gamers being like
       | "AHA! Told you!" when really the results of the study support the
       | ~60 fps conclusion that's been mainstream for a while (if I'm
       | interpreting correctly). I think the science here is pretty clear
       | - there is a variation in human visual temporal resolution, and
       | this paper's a bit over my head but if I'm understanding
       | correctly it isn't much (at least in this sample size and the
       | gamer context - I'm aware they concluded the variation was large
       | between individuals).
       | 
       | TLDR if you're fussing that you're "only" getting 90 FPS vs 120
       | or whatever, and genuinely feel like it's affecting your
       | performance - don't worry, seems very similar to the audiophile
       | stuff to me. I think that there are probably big outliers in this
       | range (thinking specifically professional baseball players), but
       | perhaps the "perceived" difference is because if you have 130 FPS
       | your _average_ framerate is likely to always stay above your
       | perception, and maybe at 70-90 it will occasionally dip below
       | that threshold, causing you to perceive a difference.
        
         | Terr_ wrote:
         | To complexify things a bit more, there's also a difference in
         | testing/implications between:
         | 
         | 1. Someone can detect a difference between rate X and Y.
         | 
         | 2. Someone can detect that X is lower than Y.
         | 
         | 3. Someone receives information better when increasing from X
         | to Y.
         | 
         | It's self-evident that there are values of X and Y where those
         | are all true, but it's not certain that they will become false
         | at the same conditions.
        
         | causi wrote:
         | Gamers have testably higher in-game performance at higher
         | framerates.
         | 
         | https://www.youtube.com/watch?v=OX31kZbAXsA
        
           | kanbankaren wrote:
           | The US military has done research on refresh rates to find
           | out the optimum refresh rate for pilots and their conclusion
           | was the same. Beyond 60fps, there is not a benefit.
           | 
           | There was another research which discussed about a latency in
           | the brain of around 15ms. Even if the visual system could
           | detect a change, not much could be done with that change due
           | to the inherent latency.
        
             | 082349872349872 wrote:
             | Note that hearing and touch have higher "frame" rates.
        
             | thfuran wrote:
             | >There was another research which discussed about a latency
             | in the brain of around 15ms. Even if the visual system
             | could detect a change, not much could be done with that
             | change due to the inherent latency.
             | 
             | That claim does not support that conclusion. 15 ms is
             | roughly the frame time at 60 fps, meaning framerate
             | potentially accounts for a significant and reducible
             | portion of overall latency.
        
             | causi wrote:
             | A 45,000-pound airplane has a slower response time than a
             | cursor on a videogame.
        
               | kanbankaren wrote:
               | The research was in relation to HUD for fighter aircraft
               | from what I recall. Nothing to do with how the aircraft
               | responds rather identifying targets on screen.
        
         | drjasonharrison wrote:
         | It's a bit difficult to draw reliable conclusions from this
         | critical flicker fusion paper to the entire visual field and to
         | the detection of changes in position or appearance.
         | 
         | My take away from the paper is that there is variation in the
         | CFF across individuals for foveated visual targets that are
         | much brighter than the surround. It remains to be seen the
         | effects of visual targets that are dimmer, lower contrast,
         | colour, and peripherally placed.
        
         | bee_rider wrote:
         | I'm quite happy to have grown up in the n64 era, totally happy
         | with 30fps. And you can get some sweet effects and high
         | resolution on a cheap card at 30fps.
         | 
         | OTOH, some games seem to add, like, a frame or two between
         | input and response? Whatever it is, it feels really annoying.
         | But I've played plenty of games that feel perfectly tight and
         | responsive at 30fps so I think there must be something else
         | wrong. I'm sure it could be fixed with a higher frame rate, but
         | I'd rather not resort to that.
        
         | tithe wrote:
         | This is fascinating. I often wonder about the different "clock
         | speeds" of various functions in the brain and the mechanisms in
         | play to keep these functions in sync.
         | 
         | Tangentially, I wonder if the brain's "FPS" (sample rate?) in
         | hearing and processing audio differs between individuals in a
         | similar way.
        
       | bombela wrote:
       | If I get that right the test is a single blinking led. I think
       | it's much harder than detecting a flickering motion.
       | 
       | I can definitely tell 30 vs 60 vs 120fps when moving a mouse
       | cursor for example.
       | 
       | For flickering LED light bulbs (120/100hz) I usually notice
       | during a rapid head movement that something is off. Or that the
       | light is blindly bright to look at while at the same time what it
       | illuminates doesn't feel as bright as it should be. I learned to
       | assume that it means the light is flickering, because I can
       | easily use my phone to record a slow motion video for
       | confirmation.
        
         | zamalek wrote:
         | Yup, flicker fusion is for the _bare minimum._ My second-hand
         | knowledge is that we can reliably identify a single flash at
         | roughly 1 /900s. We are even subtly conscious of single
         | photons.
         | 
         | What I can say for certain is that the difference 75FPS and
         | 60FPS is the difference between enjoying VR and leaving your
         | lunch on the floor.
        
         | IAmGraydon wrote:
         | It's not testing flicker fusion threshold unless it's
         | activating the exact same spot on the retina each time it
         | flickers. When you move, the spots are distributed along a path
         | across your retina.
        
         | snailmailman wrote:
         | I hate those light bulbs. They blink at I think 120hz? Idk
         | maybe that saves energy as half the time the light isn't on.
         | And maybe most people can't tell.
         | 
         | As an object moves in sunlight it looks smooth to your eyes,
         | but under a blinking light you only see the motion during
         | moments that get lit up. This is much more obvious for faster
         | motion.
         | 
         | I'm not 100% certain but I think this sort of lighting triggers
         | bad headaches for me. I get bad headaches some times, and I've
         | always been pretty sure the lighting was why but I've only
         | recently started confirming with my phone that all those places
         | where I get headaches use blinking overhead lights for the
         | entire room. More and more places around me have adopted it and
         | it's awful. I have tons of clips in my phone now of random
         | locations in slow motion, many of which have these lights. I
         | can't walk through a store that's using them for very long.
        
           | smodo wrote:
           | Very possible. I've suffered a brain injury that has made me
           | more aware of this kind of discontinuous input. It is
           | definitely more taxing for the brain.
           | 
           | LED lights with poor drivers are a rudeness to me now.
        
           | bombela wrote:
           | 120Hz US, 100Hz EU. It flickers at twice the main's
           | frequency. It is because the LED drive/power supply
           | electronics is too cheap to have enough capacitance to
           | maintain the LED powered while the alternating voltage is
           | crossing zero.
           | 
           | I used to get headache from flickering CFL lights in store
           | when I was a kid. Those days only the worst LEDs make me
           | uncomfortable.
           | 
           | Some LED bulb will flicker with a really sharp cutoff, they
           | are the worst. Many will flicker, but not down to zero light.
           | This does make a difference.
        
         | aimor wrote:
         | Yes, I think that the light being stationary is an important
         | distinction, though it's a good thing to control for because
         | motion complicates things.
         | 
         | I came to the comments here because of a flickering effect
         | (different from what they're testing for) I often observe: the
         | tail lights of cars. Sometimes when I move my eyes (not my
         | head) _very_ quickly I will see a dashed trail from the red
         | tail lights of certain cars (I 'm assuming they're pulse
         | modulating for some reason). I've been thinking about this in
         | terms of the often-cited phenomena where our brains 'black out'
         | our vision briefly when moving our eyes. I think this (brain
         | 'blacking out' our vision) is not what happens, and some others
         | have similar evidence:
         | https://www.science.org/doi/10.1126/sciadv.abf2218
        
           | bombela wrote:
           | I don't think I see a dashed trail, but I will pay more
           | attention. I mostly find that many modern car LED lights are
           | flickering very obnoxiously. And it is worse during motion.
        
       | aidenn0 wrote:
       | This shows the flicker fusion as bottoming out just over 60Hz;
       | this conflicts with the fact that a large fraction of the people
       | I know can see flickering in fluorescent lights and CRTs at 60Hz.
       | One roommate I had could tell if my monitor was below or above
       | 72Hz (this is for a static image, so unrelated to FPS).
        
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