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#76 |
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My name is Dave
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It's NOT that simple, phan.
At least, I do not beleive so. It's not about one affecting another in the PC... It's much more complex and involved than that. Otherwise, why does 120 FPS let ME play better, on a 60 Hz monitor? The monitor is just not at all capable of displaying anything over 60...
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#77 | |
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I agree with you that the system is complex - but because it is central, with a single output, and it becomes simple since the output is what matters (as you even say, on a 60FPS monitor, my hub output of 120 makes the game more responsive) - the monitor is being fed 120fps and your I/O is captured at 120 FPS, the display itself is not as relevant as the 120FPS hub output (but it would be better at 120hz). Last edited by phanbuey; Sep 12, 2012 at 08:31 PM. |
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#78 |
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My name is Dave
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Nope, it isn't. The videocard is simply rendering that 120 FPS, and discarding the frames that are not needed to send the monitor it's 60 Hz signal.
So, you need to sync input with output, right? How do you sync up the input, keeping those frames that are discarded in mind?
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#79 | |
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#80 | |
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Because even though the frame did not render, the command (click) registered already, and even though the video card dropped the first 3 frames, I am at the same place in the action as I would have been had it rendered all of them. http://www.gamasutra.com/view/featur...o_.php?print=1 We may be talking about different things, but to me the 200+ FPS in counterstrike feels better than 100 - ever so slightly, on a 60 hz display. My eyeballs are still getting the full glory of 60 pictures per second, but the engine is reading me at 200. "Graphics Lag The granddaddy of all lag, this is the result of a general slowdown in graphics, and is a common occurrence for any gamer. Basically, your system just can't produce enough Frames Per Second (FPS) to make everything feel nice and smooth. Anytime graphics lag happens, you'll typically get a reduction in the responsiveness of your controls. Your actions take a fraction longer to be reflected in the graphics on-screen because it takes your system a bit more time to create each new frame of graphics and send it to your monitor." http://www.geforce.com/optimize/guid...f-lag-guide/#1\ ^ basically - all lag happens at the hub. The reason 120 FPS is better at 60hz is it responds faster than 60 fps at 60 hz. There is slightly less lag. Last edited by phanbuey; Sep 12, 2012 at 09:41 PM. |
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#81 |
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My name is Dave
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What hub? Where is this located in the PC? Yes, Ido think we are looking at two different aspects here, although similar. I am NOT talking about rendering lag, or input lag, per se.
Let me put it this was 120 FPS will take 6 seconds to properly sync with 125 Hz polling rate of USB, and most polling will be out of sync. 125 FPS, woudl sync PERFECTLY with 125 Hz [b] notcounting input lag and rendering lag, which is to say, the time taken for that input to be processed and travel to it's destination.) Like the nVidia article says, there are many types of lag, and lag of some sort is always going to occur. But, you cna optimize that lag in certain ways, and when considered all together, it becomes a very complex issue.
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#82 | |
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I agree with this, what i was saying is that it has nothing to do with the hz of your monitor or keyboard, as you had listed, but that all those devices depend on FPS at the center. So there are actually 3 separate "Secret gaming numbers of life" that are not related to one another. I think i might have muddled that a bit initially though lol. Last edited by phanbuey; Sep 12, 2012 at 10:10 PM. |
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#83 | |
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All in all, modern games usually have user input polling on its own thread, so rendering has no impact on the quality of the input by the user, assuming CPU power is plentiful. 120hz really is just more aesthetically pleasing because it's a smoother transition between the frames. Cadaveca: +2 for you.
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#84 | |
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What you just said makes it even more independent so....? an independent thread makes the system even less interrelated... not following :| Last edited by phanbuey; Sep 13, 2012 at 05:59 AM. |
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#85 | |||
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Lets say your game is polling at 1000hz, just because the display isn't showing all the changes as smoothly doesn't mean that the input is slow. You're trying to tell me that seeing a frame 8ms earlier is going to help. Also just because a thread is running asynchronously doesn't mean it has to synchronize, because nothing would change if it had to. Weather or not your running at 60hz or 120hz, you're still polling for user input at 1000hz. Your ability to react to an external stimuli is completely unchanged because of the display your using, let me put it that way. No, just because a system is in sync doesn't mean it is real-time. Real-time implies time restrictions on how quickly something needs to be processed. You may want to learn your terms before using them. Quote:
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I believe you've been misinformed.
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#86 | |||||
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http://whisper.ausgamers.com/wiki/in...an_eye_can_see Quote:
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I didn't say they were, who said they were? First of all it was Dave's hypothetical that has nothing to do with you or your knowledge of real time computing, second, it was a very lofty hypothetical with a ton of assumptions that would never happen in the real world. Quote:
Last edited by phanbuey; Sep 13, 2012 at 12:49 PM. |
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#87 | ||
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I'm not saying it takes 150-200ms to see something change. It takes that long to process what you're seeing, think about what you're going to do, then actually tell your hand to do it. So weather you see an enemy on one frame or another, you're still talking about responding to something that goes from showing up 32ms later to 8ms later. That 24ms edge doesn't give you a whole lot of working room, and is small enough where you could attribute chaos and human error in any fluctuation at speeds that quick. Please find a credible source and I will be happy to read it because these sites are what your link cited and they have no data, no sources, and no proven empirical research. I also don't like trusting wikipedia for this kind of information. Even more so from an Australian gaming website. ![]()
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#88 |
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lol this thread is hurting my brain. the hz rate of things like a mouse and keyboard are irrelevant since the CENTRAL PROCESSING UNIT takes care of all that. all you need to be concerned about is matching the hz rate of the monitor with your cpu and gpus ability to talk to eachother properly and hit that hz target in the form of FPS.
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#89 | ||
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Last edited by phanbuey; Sep 13, 2012 at 01:46 PM. |
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#90 | |
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#91 |
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#92 |
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#93 |
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#94 |
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On my monitor the Asus 27" VG278H LED / 3D / 120Hz it gives a great picture even running below 120Mhz. It can be seen while turning fast ex. BF3. However, that can also be, that the screen just is pretty good? Even in 2D, desktop etc, it is said that 120Mhz screens just gives a better more fluent experience. I for once totally agree.
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#95 |
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Im just going to put this out there
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#96 |
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#97 |
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im not not fan of it, it tends to course more probs then anything, just wanted to use it as example
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