<Context Rescue>Modin wrote:Doesn't 90 fps look stuttery after you get used to looking at a game at 141 fps for a while ? I keep hearing people say that you can't go back to 60 after having experienced 120+.
By the way, and this may be too far off-topic, but doesn't Skyrim have broken physics above 60 fps ?
Stuttering in RealNC's context refers to the erratic stutter. Sometimes called "judder" in home theater forums like AVSFORUMS. VRR displays fixes the visibility of this. Random framerates now stay in sync with random refresh rates, every refresh cycle, so it's perfectly smooth like http://www.testufo.com/vrr#framerate=slowrandom ... fluctuating framerates becomes nearly invisible!
Stuttering in Modin's context refers to the low-framerate regular stutter that you easily see in the bottom UFOs at http://www.testufo.com#count=6 .... VRR displays can't fix low-framerate regular stutter (e.g. 30fps), moving objects still look like they're vibrating. VRR can still erase the framerate-change stutter, there's no erratic/spontaneous stutter transition between 30fps->31fps with VRR (like you will see without VRR)
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Detection of edge vibration (regular stutter) roughly corresponds to an individual flicker-fusion threshold. On a fast 1ms TN 240Hz display, I can see edge-vibration at ~80Hz-100Hz if I look hard. More easily than 30fps edge-vibration on an old 33ms LCD. Response time will slightly fudge-around how easily edge-vibration is detected. It's like a guitar string. Low frequencies vibrate visibly, while high frequencies simply blends into a blur. That's why 30fps VRR still looks regular-stuttery while 200fps VRR looks smooth. For a visual animation of this on non-VRR displays, see http://www.testufo.com/vrr .... Motion on different displays will stop edge-vibrating above a specific framerate depending on display (response) and human flicker-detection threshold. As a rule of thumb, the ability to detect edge-vibration in moving objects of perfectly smooth "X fps" Sometimes regular stutter is not even called "stutter", but it's easy to get confused buy this terminology/context -- is somewhere in the muddy zone of about 40Hz-100Hz+, display-dependant and human-dependant. More excellent reading on "regular-stutters (of low Hz) are caused by the same thing as sample-hold motion blur (of high Hz)" (the guitar string explanation) can be found in the Blur Busters Law And The Amazing Journey To Future 1000Hz Displays. It's a trait more easily understood when watching a framerate-ramping animation on a VRR display.