@bgyoshi said:
Here’s how video cards and monitor Hz works
https://www.youtube.com/watch?v=L07t_mY2LEU
Here’s how your eyes work
https://www.youtube.com/watch?v=buSaywCF6E8
Here’s how it relates to FPS
https://www.youtube.com/watch?v=FhSHeYT2U70
tl;dw No, you can’t see higher than 60fps or so.
Yes, you can see and recognize an image that appears for only 1/220th of a second, but 220 sequential images per second is not the same as “seeing” 220fps.
Our eyes are meant to track objects and focus on what’s important to us at the moment. They don’t receive and process everything in an image on equal ground. This is why fast moving objects are blurry unless we focus on them. And when we focus on them, the background becomes blurry.
Fast moving objects shown in crystal clarity next to stationary objects will give you a headache eventually because our eyes are trying to blur the fast thing but can’t. This is why motion enhancing features on 240hz tv’s look really strange.
Finally, you now how enough info to know that anyone who’s trying to tell you that you can see the difference between 90 fps and 180fps is just straight lying or misinformed. The only way you can see the difference is with a higher refresh rate and you’re seeing a change in refresh rate, not FPS.
So don’t let those SLI videos where they bump some high end game from 45 FPS to 90 FPS fool you. The reason why it looks almost the same is because it IS almost the same.
An increase in FPS is not a reduction in stutter. Stutter is a completely different rendering issue and not an FPS issue.
tl;dr Your eyes don’t work that way
And if you see A4 Jeramie in game, let him know that you know how eyes and FPS work.
I agree on most of these points Excellent videos btw.
TV’s are crap to game on though because of motion features and panel latency. TV’s use frame interpolation to add fake frames in between the real ones that are drawn and rendered to the screen. It causes inaccurate rendering. There were two problems i saw with this that i didn’t like. It causes blurring when updating scenes in a movie, not particularly just movement and animation. In some cases it creates the Soap Opera effect where the movement is so smooth it looks fake.
Also increasing the frame rate limit in game does smooth out rendering. Even though it doesn’t exceed the monitors max frame limit. It cuts down on the latency in between frames being drawn. This can cause tearing due to the pixel flicker rate in many cases. But it allows for more accurate movement prediction in fast paced shooters.
In Dirty bomb, or any game where you can limit the FPS via console command or cfg. Play with the refresh rate and limit it in multiples of 30. I see the difference in movement change going from 30-60-120. I start to level out after the 180-220 mark.
even though i push 180 constant all the time in game. i have a 5.56 ms refresh delay. That is at my monitors 120hz limit. even though in game it says i am rendering 180. When i drop down to 120hz with smoke and airstrikes and everything going off. i dip into the high 130s. The refresh rate delay timing goes up to 9ms. I feel it bad sometimes on the input.
I feel like a very important metric here is being missed and not discussed. The latency portion not just the rate. 60hz over 1ms is going to feel and look faster than 60hz over 10ms. Pay attention the the frame timings right next to the frame rate counter. Ultra low is extremely important for being a good gamer. If running a game at 2x the refresh rate of your monitor cuts down on the frame timings than do it! I feel the difference in my case.