Re: 240hz on 60FPS games
Posted: 14 Mar 2018, 17:47
Who you gonna call? The Blur Busters! For Everything Better Than 60Hz™
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Concur. It's not the monitor's fault in this particular case.RealNC wrote:Looks good to me. No black squares between lit ones.
I didn't notice any stuttering on any of the tests on this website.Do the other tests at testufo stutter at 50Hz?
240Hz is not even nearly high enough to make tearing invisible. For that, you'd need to go to thousands of Hz and the FPS to match. The faster the animation speed is (pixels per second) the higher the refresh rate and FPS needs to be. I don't know what the exact function of tearing is, but it is a function of vertical resolution, animation speed, frame rate and refresh rate.lexebidar wrote:I remember when I had ag251fg, there was some tearing when game went above gsync ceiling (with vsync off).
It is surprising because I expected tearing to not be visible at 240hz no matter what framerate because of very fast scanning(without gsync ofcourse).
On my 480 Hz monitor tests, I can still see tearing at 480 Hz.lexebidar wrote:I remember when I had ag251fg, there was some tearing when game went above gsync ceiling (with vsync off).
It is surprising because I expected tearing to not be visible at 240hz no matter what framerate because of very fast scanning(without gsync ofcourse).
I've heard EDP panels can communicate with graphics card directly, even without a scaler. Can this achieve 1:1 scanout mapping like a CRT?Chief Blur Buster wrote:
Generally speaking (BlurBusters definition, at least) -- "absolute lag" = lag from pixel being transmitted out of GPU framebuffer, to the corresponding pixel (at X,Y coordinates) emitting light. CRT has (in practical terms) zero absolute lag since there's no buffer or delay between pixel from GPU framebuffer, and pixel display. A perfectly synchronous cable scanout to display scanout, in a lagless 1:1 mapping. Even though there is zero absolute lag, there's still the mandatory scanout lag (overcome by higher Hz).