I am making a video about the advantages of a high refresh rate monitor, and I got a lot of inspiration from BlurBusters.
In my view, a higher refresh rate results in lower latency because the scan time for each frame is shorter; and less tearing because at the same frame rate, fewer frames appear in a single scan.
But after testing with the G-SYNC Pendulum Demo, I found that the tearing performance at 60Hz and 540Hz refresh rates was completely consistent at 60fps and 500FPS, which is very puzzling.
The tearing is only related to the frame rate and not related to the refresh rate?
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Re: The tearing is only related to the frame rate and not related to the refresh rate?
Personally I prefer the RTSS moving-line tearing test.lann wrote: ↑29 Nov 2024, 01:08I am making a video about the advantages of a high refresh rate monitor, and I got a lot of inspiration from BlurBusters.
In my view, a higher refresh rate results in lower latency because the scan time for each frame is shorter; and less tearing because at the same frame rate, fewer frames appear in a single scan.
But after testing with the G-SYNC Pendulum Demo, I found that the tearing performance at 60Hz and 540Hz refresh rates was completely consistent at 60fps and 500FPS, which is very puzzling.
But if you're using Pendulum test:
- Verify it's 60fps at 60Hz VSYNC OFF (tearing slightly more visible)
- Verify it's 60fps at 500Hz VSYNC OFF (less tearing because a tearling is visible for 1/500sec).
However, pendulum demo moves a little too slowly for good comparision of VSYNC OFF.
The RTSS horizontally-moving vertical-line tearing test, is easier to see differences of, because it's a constant speed.
Use utilities to verify frame rate and refresh rate. You may need to use your monitors' OSD, sometimes the demo software will automatically force a refresh rate different than Windows refresh rate. The tearing offsets is the same but the tearline offests is more
briefly visible with briefer refresh cycles.
The TL;DR version is:
Tearing offsets: UNCHANGED (framerate-based)
Tearing visibility: BRIEFER (Hz-based)
Also, another detail, long term, you might want to be aware that OLED amplifies refresh rate differences a lot (for non-strobed / non-BFI situations), e.g. 240Hz vs 480Hz is more visible on OLED than 144Hz vs 540Hz on LCD, so you may want to also acknowledge that LCD GtG throttles refresh rate differences when you start to hit the stratospheres.
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Re: The tearing is only related to the frame rate and not related to the refresh rate?
Thank you very much, where can I find the RTSS horizontally-moving vertical-line tearing test? I couldn't find it on GoogleChief Blur Buster wrote: ↑29 Nov 2024, 01:48However, pendulum demo moves a little too slowly for good comparision of VSYNC OFF.
The RTSS horizontally-moving vertical-line tearing test, is easier to see differences of, because it's a constant speed.
Re: The tearing is only related to the frame rate and not related to the refresh rate?
sorry,this is a wrong message without translating
Last edited by lann on 05 Dec 2024, 10:37, edited 1 time in total.
Re: The tearing is only related to the frame rate and not related to the refresh rate?
I successfully observed the tearing under different refresh rate and frame rate combinations using the open-source VRRtest.
The refresh rate remains unchanged, and when the frame rate is the same as the refresh rate, there will be flickering and tearing lines, which seems to be because the frame generation time cannot be perfectly consistent
Improving the frame rate can reduce the tear width, but it will also cause the tear line to move faster. Whenever the frame rate is a multiple of the refresh rate, an additional tear will appear on the screen.
The frame rate remains unchanged, increasing the refresh rate makes the duration of each tear shorter, but strangely, I also observed that the tear width was halved at double the refresh rate, which seems unreasonable.
The refresh rate remains unchanged, and when the frame rate is the same as the refresh rate, there will be flickering and tearing lines, which seems to be because the frame generation time cannot be perfectly consistent
Improving the frame rate can reduce the tear width, but it will also cause the tear line to move faster. Whenever the frame rate is a multiple of the refresh rate, an additional tear will appear on the screen.
The frame rate remains unchanged, increasing the refresh rate makes the duration of each tear shorter, but strangely, I also observed that the tear width was halved at double the refresh rate, which seems unreasonable.