this post was submitted on 22 Jul 2024
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[–] BluesF@lemmy.world 36 points 3 months ago* (last edited 3 months ago) (6 children)

What exactly is the point of all those extra Hz? I get that in this case it's just a "because we can" kind of situation, but in general... I've never paid any attention to refresh rate and it has never affected me. Is higher really better?

[–] catloaf@lemm.ee 35 points 3 months ago (2 children)

After a certain point, no, not really. 30 FPS is good for basic video. 60 is good for fine motion (sports, fast video games). 120 is good enough for basically every regular viewing use case. Beyond 144, it's really diminishing returns. You know how when something starts spinning really fast, it just turns into a blur? Yeah.

[–] mrfriki@lemmy.world 9 points 3 months ago

I don’t know where is the limit but I’m willing to keep trying. My previous monitor was 165 Hz and it was good. My new 480 Hz monitor it’s glorious when I can run the game at that speed. Played Boltgun and there where areas where it “only” ran at 360 Hz and others where it ran at full 480 Hz and the difference what noticeable and very satisfying.

[–] SchmidtGenetics@lemmy.world 16 points 3 months ago* (last edited 3 months ago) (1 children)

On not so super super technical level, being able to see something updating on your screen before your opponents, can give you an advantage. Provided you can also react fast enough for it to matter.

[–] MonkderVierte@lemmy.ml 2 points 3 months ago* (last edited 3 months ago) (1 children)

That's bull, your reaction time is always leagues slower. Not to talk about input lag, although it has gotten much better, it still adds 5 to 10 fps (on 145 fps) to the reaction time.

It's more of a moar = better thing, because most gamers are male teens/young adults, and no one in the industry fights the claims, because they make more money from expensive gaming hw.

[–] aliceblossom@lemmy.world 4 points 3 months ago

I'm pretty sure reaction time doesn't matter, as long as both players have the same reaction time, right? Like, reaction time could be 10 minutes and if one player sees the stimuli 1ms faster than the other, then they will react first and (assuming their decision making is correct) "win" the interaction.

The next test of usefulness would be real world variance of reaction time between people. For high level players, I would expect it to be very similar, and thus potentially a few ms improvement could take you from slower to faster than an opponent. But "very similar" is doing a lot of heavy lifting here since I don't have exact numbers to look at.

[–] MonkderVierte@lemmy.ml 11 points 3 months ago* (last edited 3 months ago) (2 children)

Physically, the eye tops out at about 100 Hz; cones can't refresh their chemical faster than ~70 Hz but some effects with LCD (vs. CRTs line-by-line) increasing sensitivity.
But apparently, you can train your sensibility with computer work where you have to follow the mouse with your eye (CAD, artists, etc). I guess the neuron layer in the eye for preprocessing get optimized for smaller areas of sensitivity that way. Such trained people notice a stuttering in animations even if the focus is elsewhere, which is annoying.
At least, i'm not affected and can't tell the difference between 60 Hz and 30 Hz.

So in short, it depends. If you aren't bothered, look for other specs.

[–] Saganaki@lemmy.one 3 points 3 months ago (1 children)

While the cones can only refresh at 70, your cones aren’t synchronized. You can “see” a lot higher.

[–] MonkderVierte@lemmy.ml 1 points 3 months ago (1 children)

That's the point with the neuron layer around the eye. It "compresses" the data, the optical nerve is a limited bandwith bus and the brain eats enough calories already. But like everything neuron, it's adaptable.

[–] bitfucker@programming.dev 2 points 3 months ago

Damn, reading this from a CS POV really puts into perspective how efficient our brain is.

[–] Ibaudia@lemmy.world 1 points 3 months ago (1 children)

A faster refresh rate also means the image on screen is more up-to-date with what the computer is actually processing. Basically, it doesn't matter if the difference is perceptible in terms of image smoothness because the gap between your inputs and the response of the screen narrows significantly.

[–] MonkderVierte@lemmy.ml 1 points 3 months ago* (last edited 3 months ago)

On the other hand... there was this registry tweak in Windows 7 taskbar' autohide feature, to make it snappier. Default was 400 ms for the animation and setting it to 300 made it noticeably faster. But setting it to 200 ms made much less of a difference, you could have set it to 0 too with the same result. Others might be more sensible to this but it taught me a lesson in how fast 0.1 second really is.

Now, 100 Hz aka 100 frames per second is 0.01 second per frame, reaction time somewhere in the range 250 - 350 ms aka 0.2 - 0.3 second and reflexes, which pro gamers extensively use, somewhat around 100 ms aka 0.1 second.
I don't think you miss much with a frame, neurons are slow.

[–] ArtikBanana@lemmy.dbzer0.com 8 points 3 months ago* (last edited 3 months ago)

BlurBusters have nice articles about this.

TL;DR: Less motion blur and less artifacts (like stroboscopic effects, which can also be visible at 480hz).

[–] hperrin@lemmy.world 8 points 3 months ago

Up to a certain extent, yeah. The faster an image appears on the screen, the sooner your can perceive it and start to react. But it’s a diminishing return. The difference between 30 FPS and 60 FPS is perceptibly much bigger than the difference between 60 and 90. Beyond about 180-240, it becomes faster than any human alive can perceive. Even 144 is fast enough for nearly everyone to reach their theoretical peak performance.

[–] Die4Ever@programming.dev 6 points 3 months ago

Higher refresh rate is definitely better yes, but 700 hz is well past the point of diminishing returns lol