Editing Talk:Frame

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
This is a talk page. Remember to sign your posts with four tildes (~~~~) and follow the talk page policy.
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 20: Line 20:
== Something I noticed and/or realized a little while ago about Super Smash Bros' frame-timing ==
== Something I noticed and/or realized a little while ago about Super Smash Bros' frame-timing ==


In Brawl, Smash 4, and Ultimate, the timer is counted in centiseconds (=0.01 second(s)), but due to the fact that Super Smash Bros runs at 60 frames per second (like most video-games do), their timer's last digit can only display 0, 1, 3, 5, 6, and/or 8, but never 2, 4, 7, nor 9. This is likely due to the division of 01/60th Seconds not matching perfectly with the division of 01/100th Seconds, so let's say if we were to start a countup from Second-0, and we showcase 6 consecutive frames, the 2-digit timer's display of sub-seconds will indicate 00.01<span style="text-decoration:overline">6</span>, 00.03<span style="text-decoration:overline">3</span>, 00.050, 00.06<span style="text-decoration:overline">6</span>, 00.08<span style="text-decoration:overline">3</span>, 00.100, etcetera. This applies to the 3-4 most recent Smash Titles with no exceptions as far as I recall whenever I watch gameplay videos on YouTube with a frame-by-frame button on my laptop's keyboard.
In Brawl, Smash 4, and Ultimate, the timer is counted in centiseconds (=0.01 second(s)), but due to the fact that Super Smash Bros runs at 60 framers per second (like most video-games do), their timer's last digit can only display 0, 1, 3, 5, 6, and/or 8, but never 2, 4, 7, nor 9. This is likely due to the division of 01/60th Seconds not matching perfectly with the division of 01/100th Seconds, so let's say if we were to start a countup from Second-0, and we showcase 6 consecutive frames, the 2-digit timer's display of sub-seconds will indicate 00.01<span style="text-decoration:overline">6</span>, 00.03<span style="text-decoration:overline">3</span>, 00.050, 00.06<span style="text-decoration:overline">6</span>, 00.08<span style="text-decoration:overline">3</span>, 00.100, etcetera. This applies to the 3-4 most recent Smash Titles with no exceptions as far as I recall whenever I watch gameplay videos on YouTube with a frame-by-frame button on my laptop's keyboard.


When playing Special Smash (aka Custom Smash), using Slow speed causes "frame interpolation", while playing it in Fast mode makes the screen still display at 60 frames per real-second(s), but the engine is influenced by a 90fps programming based on the 1.5 speed. Despite this though, the centisecond's last digit on the timer still only displays 0, 1, 3, 5, 6, or 8, and never 2, 4, 7, nor 9. I know this because in Ultimate, I saved a replay that takes place at Pokemon Stadium in 1.5 speed, and when I paused to check the background-timer while moving the replay frame-by-frame, half the centisecond displays were repeated for certain movements of the fighters and/or items during that match. That's all I have to say for Post-Melee Smash games in how 60fps influences their timer(s) of centiseconds.
When playing Special Smash (aka Custom Smash), using Slow speed causes "frame interpolation", while playing it in Fast mode makes the screen still display at 60 frames per real-second(s), but the engine is influenced by a 90fps programming based on the 1.5 speed. Despite this though, the centisecond's last digit on the timer still only displays 0, 1, 3, 5, 6, or 8, and never 2, 4, 7, nor 9. I know this because in Ultimate, I saved a replay that takes place at Pokemon Stadium in 1.5 speed, and when I paused to check the background-timer while moving the replay frame-by-frame, half the centisecond displays were repeated for certain movements of the fighters and/or items during that match. That's all I have to say for Post-Melee Smash games in how 60fps influences their timer(s) of centiseconds.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)