|
|
|
|
|
by wongarsu
2645 days ago
|
|
> I know in game dev, I was always taught that 60fps is fine, but then there are gamers swearing up and down when they drop below 140fps. Would be curious to see what the max allowed latency is here as well. The 60 fps mark isn't really latency related. Instead, at 60 fps animation without motion blur feels smooth. At 30 fps you need motion blur or it feels like it stutters (and in 24hz cinema the camera produces natural motion blur due to shutter time). The latency aspect is more complicated, as there's a long feedback loop: The frame is shown on the screen, is perceived by the user's eye, the user's brain computes a reaction, the brain sends a signal to the hands, the hands execute the reaction, the input device perceives this and sends the result to the computer, the next frame is computed and finally it's send to the screen and displayed. Each of these steps takes on the orders of milliseconds (often tens of milliseconds). Faster refresh rates and more fps improve some of them, and in theory any improvement in fps and refresh rate makes the feedback loop faster and thus improves performance. There are diminishing returns because you don't control the entire pipeline (and the parts that happen inside a human are particularly slow), but going from 60 to 140 fps is a big enough improvement that it matters. Another factor is the stability of the latency: humans can compensate for quite high latencies by predicting the correct inputs. But this only works if the latency is consistent. Just imagine trying to hit anything with bow and arrow if you don't know how fast the arrow will fly. That's why frame drops hurt so much: every dropped frame is a giant latency fluctuation. |
|
After using 120/144hz monitors for a while 60 fps without motion blur doesn't feel smooth at all.
60 fps mark is really just because that's all LCDs could do for the longest of time. It has nothing to do with anything human vision related, it was just the long-standing technological limitation of displays.