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by terafo 1624 days ago
There are definitely diminishing returns with increase of refresh rates. But nonetheless your comparison is unfair, since you are comparing quadrupling of refresh rate with a mere 50% increase, which is similar to comparing 60 to 90, not 60 to 240. And with advent of VR demand for refresh rate increase of display panels will only grow, since it's much more noticeable while using headset.
2 comments

Not sure I understand exactly what you are saying

As for VR I think that's an excellent illustration of my point - we know that many people don't do well at 60FPS per eye in VR due to motion sickness. Move up to 90FPS per eye though and there is a massive improvement that I have seen first hand others. By the time you get to 120FPS the experience feels pretty damn smooth and while I would of course like to see more frames I am not convinced going a ton beyond 120 is really worth it performance wise considering you have to render that twice and the extra compute could be instead spent on the new shiny like ray tracing.

Luckily when I was working at a VR startup I was one of the few people that never seemed to get motion sickness so I became the test dummy for everyone's work - they would throw me in something they hadn't optimized at all yet that was only getting 40fps on a system with dual Xeons and quad Nvidia top of the line workstations cards and while it felt a little weird it for some reason never bothered me :-D

It doesn't make any sense to invest much in displays over ~90hz vs just working on adaptive refresh rates

Your eyes really do work at a pretty low speed. At some point it makes more sense to just track the eyeballs and put updated scenery in front of them at the exact instant the game engine produces it, rather than try to run at some insanely high speed generating frames that aren't actually having any effect on the player's brain

90, 144, 240hz, etc all look better than 60hz because there's less random lag between when the game generates a frame and when it appears on the screen. You can't see an 8ms delay, but you CAN see a variable 0-10ms delay that's happening as the game engine and computer monitor drift in and out of sync again and again.