480hz vs. 500hz for 60fps locked games?
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Dooberknob
- Posts: 4
- Joined: 24 Aug 2021, 13:18
480hz vs. 500hz for 60fps locked games?
If I'm playing game that is locked at 60fps would there be an advantage of using a monitor that has a refresh rate as a multiple of 60 (i.e. 480hz) compared to a refresh that is similar, if not slightly higher, but not a multiple of 60 (500hz for example)? Also, are there certain configurations where this might change like Vsync on/off, Gsync on/off, ect.?
Re: 480hz vs. 500hz for 60fps locked games?
If your refresh rate isn't a multiple of your frame rate, you will get stuttering because some of your frames will last longer than other frames. The difference between 480hz and 500hz is small so the stuttering will be minor, but it depends on your sensitivity to stuttering.
If you don't have vsync on, you will get screen tearing.
With VRR like GSYNC, capping your fps below the max refresh rate will reduce input lag, much like capping your fps w/ vsync will reduce input lag. Regardless, the whole point of VRR is to prevent stuttering. More info on GSYNC: https://blurbusters.com/gsync/gsync101- ... -settings/
If you don't have vsync on, you will get screen tearing.
With VRR like GSYNC, capping your fps below the max refresh rate will reduce input lag, much like capping your fps w/ vsync will reduce input lag. Regardless, the whole point of VRR is to prevent stuttering. More info on GSYNC: https://blurbusters.com/gsync/gsync101- ... -settings/
Re: 480hz vs. 500hz for 60fps locked games?
Let's look at this from a different perspective.Dooberknob wrote: ↑17 Aug 2025, 11:28If I'm playing game that is locked at 60fps would there be an advantage of using a monitor that has a refresh rate as a multiple of 60 (i.e. 480hz) compared to a refresh that is similar, if not slightly higher, but not a multiple of 60 (500hz for example)? Also, are there certain configurations where this might change like Vsync on/off, Gsync on/off, ect.?
The goal of every computer display is to emulate analog reality using digital electronics.
What does this mean?
This means that "ultra" frame rate @ "ultra" high sample rates (also referred to as refresh rates) are required to be able to make our eyes work as intended.
Developers, due to hardware constraints & lack of the fact that pixel visibility time is the #1 graphical fidelity upgrade, have forsaken the end-user by developing these... 60fps games.
In a perfect world, we'd be playing +500fps games at 480-540hz OLEDs.
However, the reality of the situation is completely different.
Fixed, locked frame rate games have plagued the industry and still continue to do so even in 2025.
As a end-user, what can you do to try and get some type of visual quality increase?
I'll list a few options, with their pros & cons:
• #1 — Run some form of frame generation (LSFG fixed mode, NV Smooth Motion,..) at 480Hz.
+severe reduction in pixel visibility time (persistence), thus better visual performance (severely lower eye-tracked motion blur)
+high sample rate (480hz) leads to better fluidity, thus increases overall visual performance
-visual artifacts at higher scaling factors possible, depending on game type & FG solution chosen
-small "tearing" (multiple frames causing visual distortion on image) may be still visible
-input latency penalty (i don't know the exact values)
-higher total gputime, which could lead to a possible gpu bottleneck depending on game/system
• #2 — Run G-SYNC at 480-500Hz
+no "tearing"
+no (theoretical) input latency penalty, severe reduction in scan-out time
-severe eye-tracked motion blur due to high pixel visibility time (referred to as "persistence blur")
-no fluidity increases
• #3 — (I personally avoid this) Run some form of backlight strobing / BFI (60FPS @ 60Hz)
+severe reduction in pixel visibility time, thus much lower eye-tracked motion blur
-added input latency (haven't seen a "lagless" implementation of bl strobing or bfi yet)
-"tearing" present
-no fluidity added
-SEVERE eye strain and mind-altering effects possible
You could also use a combination of #1 & #2, but I definitely recommend these two paths instead of #3.
Another personal favorite is to run FG at a smaller factor (fixed 2x in LSFG if 60fps, fixed 4x in LSFG if 30fps game), which would drastically lower total visual artifacts & use some form of ~1ms or lower MPRT BL strobing / BFI at a higher refresh rate (120-240hz) to avoid the severe eye-strain of 60hz strobing.
As for the write-up of @mango87 above, he did a slight misnomer.
What he refers to as "stuttering" is actually called "juddering".
Here's more information about it:
Hope this helps.
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ArianaRobinson
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- Joined: 18 Aug 2025, 22:44
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Re: 480hz vs. 500hz for 60fps locked games?
If the game is locked at 60fps, using a refresh rate that’s a multiple of 60 (120/240/480Hz) gives smoother pacing. This matters most with V-Sync on, while with G-Sync/Freesync the difference is negligible.
