Minh wrote:
 | neus wrote: On today's modern systems the difference is almost neglectible in most common tasks, and unless you're trying to build a .NET port of F.E.A.R you won't even feel the difference.
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I wouldn't say "negligible" (or neglectible

) Because I notice a 20% slower frame rate in Managed DirectX apps. That means a game that can pump out 200 FPS will now be going at 160 FPS. Slower, but who cares?
Well i was _trying_ to write a rather long post trying to explain that high frame rates are not SO important in most cases, but since Firefox already crashed like 4 times now ... i give up

( I've used FF 2 alpha for ages and never crashed, switched to the newer beta version and already crashed 5 times in 10mins

.... )
Summarizing:
- Our eyes can differentiate images at a speed of up to 72fps, more than that is overkill;
- A typical monitor ( 17'' CRT monitor being the norm ) will have a refresh of up to 85Hz, so anything over 85fps is discarded. Its even more common to see 75Hz or 60Hz;
- Different game genres will have different fps needs. A FPS will need a higher constant fps rate while a MMORPG lower fps rates will suffice . That's why games like Vice City have their frame rates locked to 30fps, they don't need more.
Since most games won't be full featured first person shooters, even 60fps will be overkill for the most part of them.
What i'm trying to say is that in most cases the performance difference is negligible ( not neglectible like i said earlier- thanks for the correction

-, not having english as my first language sometime causes this ) because you simply won't need it and the performance it gives is more than sufficient.
You won't need 100fps to play Pong .NET or a port of 3D Monster Maze, hell 60fps will be more than enough for 80% of the games to be created.