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KostaAndreadis
Posts: 7814
Location: Melbourne, Victoria
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With the arrival of new GeForce RTX 30 Series and AMD RX 6000 Series graphics, the dawn of HDMI 2.1, and PC gaming more popular than ever -- we’re bringing you our picks of the best gaming displays as announced at CES 2021.
Click Here For The Best Gaming Displays Coming This Year |
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#0 04:07pm 19/01/21 |
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Hogfather
Posts: 17112
Location: Cairns, Queensland
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360Hz ... 275Hz .... why? |
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#1 06:46pm 19/01/21 |
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fpot
Posts: 27366
Location: Gold Coast, Queensland
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There's real world impact super high frame rates have in the competitive gaming sphere. Fans of course want what the best players have despite not quite having the pro gamers talent so they probably won't be reaping the benefits of 275+ fps. |
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#2 06:59pm 19/01/21 |
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Hogfather
Posts: 17113
Location: Cairns, Queensland
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There's real world impact super high frame rates have in the competitive gaming sphere. Fans of course want what the best players have despite not quite having the pro gamers talent so they probably won't be reaping the benefits of 275+ fps. But the tick rate is nowhere near 275Hz, CS:GO is 64Hz. How can there be significant competitive advantage? |
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#3 04:45pm 20/01/21 |
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fpot
Posts: 27368
Location: Gold Coast, Queensland
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Explained by our friends at Nvidia who stand to profit from the desire for high frame rates. In particular the part about high frame rates reducing latency. At the highest levels players with lower latency are going to have a measurable advantage. |
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#4 04:48pm 20/01/21 |
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trog
Posts: 40123
Location: Other International
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But the tick rate is nowhere near 275Hz, CS:GO is 64Hz.It has been a lonnngggg time since I looked at / cared about tickrates (I always thought it was largely bulls*** for the average online gamer who was 60-100ms away from the server and I could never figure out why so many people cared about it in casual play), but I think competitive CS:GO they play on servers with an increased tickrate. BUT I also think even if the default tickrate was ~60Hz, you still could potentially get advantage from a faster client-side framerate. Even if the server-side is only processing things at ~60Hz, if your client is rendering stuff at a faster frame rate between the server-side processing, there might be some advantage to having a generally smoother experience and a consistently higher average framerate (especially in more complex scenes where there is smoke/lots of players on screen/part of the map with higher complexity. i.e., even if the server is only ticking 60 times a second, if your local framerate is 120fps, you're getting two client-side rendering frames per server tick, which could be better than (say) 60fps and one frame per server click. (whether there is a practical, real-world difference between players getting avg 60fps vs 120fps is probably something scienticians need to study) |
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#5 07:01pm 20/01/21 |
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Hogfather
Posts: 17116
Location: Cairns, Queensland
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I agree and I've watched the analysis on the YouTube tech sites. The debate is ongoing about where the benefits border is for the elite 0.01% is but my gut says it's easy below 300Hz. But these are consumer monitors being sold to the public, advertising refresh rates that their customers can neither discern or benefit from. That's the core thrust of my ?, sorry if unclear :) |
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#6 12:48pm 24/01/21 |
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