Niko wrote:I have Minos X5. Its legit 2000hz. I tried to OC it more but no luck.
Fantastic, I need to buy one of those for my tests.
Not just for eSports, but for enjoying
microstutterless ULMB
2000 Hz should be helpful for VSYNC ON ULMB at Pulse Width 50%.
When blurless+stutterless+tearingless is numero uno over latency -- like enjoying the world's smoothest RTS drag-scrolling during ULMB -- with ULMB Pulse Width 50% (roughly ~0.5ms MPRT) -- the benefits of 2000Hz mouse poll rate becomes noticeable if you use
(A) NVIDIA ULMB
(B) ULMB Pulse Width ~50% for 0.5ms MPRT
(C) VSYNC ON, or the use of RTSS Scanline Sync (if you can guarantee your 0.1% frametime never exceeds a refresh cycle)
(D) Full framerate perfectly matching refresh rate (powerful GPU or older game)
(E) Clean mousepad with extremely smooth surface
(F) Clean mousefeet
(G) Control Panel at exact middle "Pointer Speed" settings
(H) DPI very high in vendor mouse UI, as high as it can accurately do (before it becomes inaccurate/interpolated)
(I) Sensitivity set very low in-game to compensate for very high DPI
...Then
THIS is when 2000Hz actually makes a more noticeable difference.
For the silky blurless+stutterless+tearingless experience, mouse pollrate limitations begin to manifest itself as mousedrags/mouseturns not being as smooth as keyboard strafe/scrolls.
If you absolutely adore keyboard-fluidity of a computer mouse, during CRT-clarity zero-blur, 2000Hz poll actually is useful. ULMB amplifies visibility of microstutters so much, that the microstutter difference of 1000Hz vs 2000Hz pollrate can become human visible during blur-reduced situations (e.g. ULMB or ultra-high-Hz such as 480Hz+) and becoming even more visible during 0.5ms MPRT situations.
Most eSports players use VSYNC OFF, which adds microstuttering in exchange for the elimination of lag. Thank to the new low-lag VSYNC techniques (RTSS Scanline Sync), the use of framerate-synchronization is now becoming usable again in competitive gameplay, especially on high-Hz monitors. Framerate-synchronization (fps = Hz) amplifies pollrate limitations so 2000Hz becomes visible.
Even for VSYNC OFF, the use of 2000Hz can still help but does require a massive overkill of framerate to become visible -- e.g. Quake Live or simple CS:GO matches. 2000Hz can disappear below the noisefloor at 120Hz or 144Hz AFAIK, and just barely comes above the noisefloor during 240Hz. Now, as refresh rates start to hit 480Hz, 480fps, and 0.5ms GtG, the use of 2000Hz will likely be visible even for sample-and-hold. However, it will be several years before this really happens.
2000Hz benefits are certainly subtle, but definitely not zero-perceivable benefit.