PanzerIV wrote:Hehe definitely an extreme difference now between 0.5 to 5.0ms! So screwing around with Persistance have no effect on input lag, only the monitor's GtG delay as only Crosstalk have an impact on input "mouse" lag? Just making sure also, the default of the monitor is it 1.0ms as the official specs says or it's something different?
The default setting is 1.7ms persistence, based on my measurements.
Persistence has nothing to do with GtG (except slow GtG makes persistence even worse).
2ms GtG is not the same thing as 2ms persistence.
GtG = pixel transition = movement from one color to another
Persistece = static state = stationary color = sample and hold = continuous state
Most LCD 60Hz displays have a guaranteed minimum 1/60sec persistence (16.7ms) even if their GtG is only 1ms or 2ms. The chief cause of motion blur on modern LCDs is bottlenecked by persistence, as shown by the animation at
http://www.testufo.com/eyetracking .... and you shorten persistence by shortening frame visibilty times (e.g. higher refresh rates, or adding black gaps between refreshes) as shown at
http://www.testufo.com/blackframes
Now if your strobe length is the same, the persistence is the same, so 2ms persistence at 60Hz (14.7ms black frame + 2ms visible) would have the same motion blur as 2ms persistence at 120Hz (6.3ms black frame + 2ms visible).
See 60Hz vs 120Hz vs LightBoost, at
http://www.blurbusters.com/faq/60vs120vslb
PanzerIV wrote:Why a large HT isn't desirable in most cases? I think you said it can cause more compatibility issues and result in a black screen but if you don't get the black screen, higher won't be any better?
Correct, the high HT is a compatibility issue and a waste of perfectly good bandwidth that should be used in larger vertical totals. Large horizontal totals are useless in helping GtG or persistence, unlike large vertical totals, so why bother? High HT are sometimes used to coax a monitor to accept a specific mode that it would strangely normally not accept (e.g. high HT sometimes makes high VT possible at low refresh rates) but usually this is not the case for most displays.
PanzerIV wrote:so if I understand, Crosstalk in the utility at 0 will have the most ghosting overall, including in the middle??
Yes, that is what happens when you do not do the VT tricks.
However, the default position of the crosstalk changes, everytime you change VT, and when you use a spetacularly large VT, the crosstalk is already mostly offscreen by then. The scan is accelerated via a large VT, so by the time the crosstalk zone begins, it's already much lower in the screen.
PanzerIV wrote:but I thought matching 100/100 would be smoother than 75/75. It makes sense though what you say that both will be exactly as smooth
Only if you're keeping your eyes stationary (stroboscopic effect), or if there's microstutters or tearing. But if you got perfect sync with refresh rate (no tearing, no microsutter), then eye tracking based fluidity and motion blur is exactly the same. But that's only if you're using VSYNC ON.
PanzerIV wrote:but the lower number will lead to more eye strain like CRT monitors under 85Hz that were unbereable.
Correct, so it's a personal preference. Lower framerates are easier for GPUs to maintain, but lower refrehs rates are more flickery with strobed displays (CRT/plasma/lightboost/BENQ blur reduction/etc)
PanzerIV wrote:Now as for the Vsync in order to have matching FPS/Hz, considering Vsync adds input lag, won't it be better and just as good for motion fluidity to simply keep it off then make sure your average frame rate is at least the same as your refresh rate then fix through the game the "Max FPS" value to be the same as your refresh rate so it always stay for exemple 100/100?
VSYNC ON used to not be very evil.
Back in the days of Street Fighter, Super Mario Brothers, 8-bit and 16-bit games, they all used VSYNC ON. They didn't have any noticeable lag. The VSYNC ON only became very laggy (evil) when we started rendering 3D graphics using GPUs. The framebuffered architectures made VSYNC ON evil to a lot of competitive online game players.
Yes, using a framerate cap is a solution. It helps a lot. But you still have artifacts such as tearing, such as a stationary tearline in the middle of the screen. To solve the stationary tearline (or slowly-drifting tearline) problem, you need to be one or two frames per second "off", such as fps_max 119 during 120Hz. Now that reintroduces microstutters, because microstutters are a harmonic (beat frequency) effect between frame rate and refresh rate. I can still see tearing at 400fps, and microstutter-wise, 400fps@120Hz is noticeably smoother than 200fps@120Hz during high-speed strafing left/right, fast AFK camera spinning, or other fast smooth panning effects (unaffected by mouse microstutters). Microstutter vibration amplitude is equal to the movement step between frames, so twice as many frames means half the movement step, so the microstutters "vibrate" half as much amplitude.
Stutters can be caused by anything (game engine, frame pacing, etc) so these are simply best-case scenarios. The absolute best-case microstutter scenario during framerate unsynchronized situations (e.g. VSYNC OFF or triple buffering) is that the microstutter vibration amplitude is minimized to the distance of the movement step between frames (e.g. if two adjacent frames are 5 pixels offset difference, then the best-case microstutter vibration amplitude is 5 pixels). It cannot get better than that; e.g. for those people who can detect microstutters very easily, then you always want to strive for either:
- VSYNC OFF framerate capped, and tolerate the consistent microstutter (e.g. 1 microstutter per second at fps_max 119 at 120Hz -- creating a 1Hz microstutter beat frequency). It looks very smooth in between the microstutters, but the beat frequency may get annoying to some.
- VSYNC OFF framerate uncapped, framerate high as possible, as microstutter goes down the higher you go
Now, if you are not sensitive to microstutters, all the above doesn't matter. This is all only for people who are super-sensitive to microstutters and/or tearing.
For people sensitive to microstutters AND sensitive to tearing, the only way to completely eliminate tearing AND microstutters, are these two:
-- VSYNC ON double buffered; frame rate fully capped out at refresh rate
or
-- GSYNC; framerate allowed to vary
Thus, for those people who don't own GSYNC monitors, or those people who want to use strobing, and are playing solo games (e.g. Bioshock Infinite), sometimes we do indeed prefer VSYNC ON when the competitive advantage isn't as important (e.g. online FPS).