- cross-posted to:
- hardware@lemmy.ml
- cross-posted to:
- hardware@lemmy.ml
cross-posted from: https://sopuli.xyz/post/12872542
Does anyone really need a 1,000 Hz gaming display?
cross-posted from: https://sopuli.xyz/post/12872542
Does anyone really need a 1,000 Hz gaming display?
Removed by mod
Game logic does not always run independent of the framerate. Look at Fallout 4, if you run it at more than 60fps the dialogue literally overlaps itself.
That’s because Bethesda is bad at making games not because there is an intrinsic need for the game logic to be tied to frame rate.
Used to be very common, but even Switch games today lock the framerate to 30/60fps or else it runs at 2x the speed it should
Removed by mod
Why would you play a 60 fps game on a 1,000hz screen?
Removed by mod
This is my point. A 1000Hz screen would, most likely, be played at as close to 1000 fps as possible. I am not sure why you think i have it the wrong way when it is you.
Removed by mod
I have not tried to refute. Just gave an example of game logic running slower than the screen and a question to why you wouldn’t try to equalize fps and Hz. How am i confused again?
Removed by mod
For rendered stuff, it typically does make for smoother motion, even at rates much higher than the eye can see, because of motion blur.
So, recorded video works fine at relatively low bitrates…but the camera is also set up to record a relatively-long exposure, something like a thirtieth of a second, and you see the scene averaged over that time. Your brain can see motion blur and interpret that usefully, to know that there is motion happening.
Rendered 3D game images typically do not work like that. You see a series of perfectly-sharp images at instants in time. So your brain doesn’t get the nice smooth motion blur to work with.
But if your computer renders and displays the intermediate images, then your eye can work with that nice smooth blur.
It’s probably possible to compute a motion-blur more efficiently than rendering a lot of intermediate frames, get at least some kind of approximation of true motion blur, and some games do that, but brute-force rendering of more frames is simple for s developer and accurate. Plus, any game that can support a high frame rate can do it, even if it doesn’t have some kind of faux motion blur approximation.
I have a 165Hz monitor. When moving my mouse cursor around, I can definitely see independent images of the cursor.
EDIT: That being said, you could probably get a pretty good approximation by rendering and combining multiple frames on the card and only pushing a lower frame rate out to the monitor – that is, you only really need beefy rendering hardware, not a fancy monitor or cable, to get pretty close. I suppose that in theory, a compositor could do that. I don’t know if someone’s already done that or not.