• JackGreenEarth
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    2714 days ago

    Who needs 1000hz refresh rate? I understand it’s impressive, but 120hz already looks smooth to the human eye.

      • @Lojcs
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        714 days ago

        Humans can’t see more than 24 fps anyways

        • @Hadriscus
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          113 days ago

          I think the perceptual limit is around 60 or 80fps, but don’t quote me on that

          • @chayleaf@lemmy.ml
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            112 days ago

            as a rhythm gamer, I can say you’re full of shit lol

            I have 240hz and the difference between 120hz and 240hz is somewhat noticeable, don’t see why I’d need any more than this though

      • @Hadriscus
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        113 days ago

        Angular definition. You have to factor in screen size and distance to observer, otherwise it’s meaningless

    • @giloronfoo@beehaw.org
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      614 days ago

      Competitive (professional) gamers?

      Seems there are diminishing returns, but at least some gains are measurable at 360.

      • Fushuan [he/him]
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        314 days ago

        In thought that 60Hz was enough for most games, and that for shooters and other real time games 120 or 144 was better. However, it reaches a point where the human eye can’t notice even if it tried.

        Honestly, going up in framerate t9o much is just a waste of GPU potency and electricity.

        • @narc0tic_bird
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          1014 days ago

          A better way to look at this is frametime.

          At 60 FPS/Hz, a single frame is displayed for 16.67ms. At 120 Hz, a single frame is displayed for 8.33ms. At 240 Hz, a single frame is displayed for 4.16ms. A difference of >8ms per frame (60 vs 120) is quite noticeable for many people, and >4ms (120 vs 240) is as well, but the impact is just half as much. So you get diminishing returns pretty quickly.

          Now I’m not sure how noticeable 1000 Hz would be to pretty much anyone as I haven’t seen a 1000 Hz display in action yet, but you can definitely make a case for 240 Hz and beyond.

        • @jsomae@lemmy.ml
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          414 days ago

          It’s pretty easy to discern refresh rate with the human eye if one tries. Just move your cursor back and forth really quickly. The number of ghost cursors in the trail it leaves behind (which btw only exist in perception by the human eye) is inversely proportional to the refresh rate.

          • Fushuan [he/him]
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            214 days ago

            Sure, but wasting double or triple the resources for that is not fine. There’s very limited places where that even is a gain on games, because outside those super competitive limited games it’s not like it matters.

            • @jsomae@lemmy.ml
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              414 days ago

              Yeah I agree with you, but I was just refuting your claim that it’s not perceivable even if you try.

              • Fushuan [he/him]
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                013 days ago

                oh, yeah I’ve read and heard of plenty people saying that they definitely notice it. I’m lucky enough not to because most ARPGs don’t run 60FPS on intense combat, let alone 120 fps on a rtx3080 lmao.

                I was talking more about the jump from 240 and beyond, which I find surprising for people to notice the upgrade on intense gaming encounters, not while calmly checking or testing. I guess that there’s people who do notice, but again, running games on such high tick rate is very expensive for the gpu and a waste most of the time.

                I’m just kinda butthurt that people feel like screens below 120 are bad, when most games I play hardly run 60 fps smooth, because the market will follow and in some years we will hardly have what I consider normal monitors, and the cards will just eat way more electricity for very small gains.

      • JackGreenEarth
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        -714 days ago

        I thought games are to have fun, what’s the point of monetising them?

        • Account_93
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          314 days ago

          New Careers for the new (and Current) generation.

    • @You999@sh.itjust.works
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      514 days ago

      The obvious awnser would be VR and AR where the faster the refresh rate is the less likely you are to get motion sick. A display with a refresh rate that high would be displaying a frame every millisecond meaning if the rest of the hardware could keep up a headset using this display would be able to properly display the micro movements your head makes.

    • @Aux@lemmy.world
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      213 days ago

      It’s not about how smooth video is, it’s about latency. You can easily notice the difference between 1ms and 10ms.