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by jblow 1581 days ago
> if you aren't precise to the millisecond things will jump around

It is correct that precision is very important here, but, a millisecond is way too coarse: at 120fps, a millisecond is 1/8 of the frame time, and you'd get horrible jitter.

1 comments

Ehh. The framerate doesn't actually matter that much, because in the end the actual pixel changes color at the same rate regardless of FPS. No shader is periodic at 120 Hz; they're very rarely periodic at even 10 Hz.

10 Hz is already a slow strobe light; 1 ms deltas means that each flash is within ~1% of the correct color.

If you're doing something like raymarching in the pixel shader, then you might want sub-millisecond resolution. In 99% of normal shaders, I don't think so. That kind of precision comes into play more with moving objects, where a tiny time delta can mean the difference between a pixel being completely lit or completely dark. Even then though, bad time resolution is just as likely to manifest as motion blur or something.