My point was to figure out how you use your eyes and go from there. Because some situations don't benefit much from just slightly higher refresh rates.
1. stationary eyes:
- won't benefit (much) from 240 Hz/fps
- won't benefit (much) from faster response times
- won't benefit from blur reduction
2. tracking eyes:
- will benefit from 240 Hz/fps
- will benefit from faster response times
- will benefit from blur reduction
3. mix of both:
- will benefit from all, in ratios of the two
Stationary eyes also benefit from higher refresh rate and faster response times it's just that the requirements are MUCH more strict compared to tracking eyes. For example 10 000 Hz+ (together with instant gtg) is needed to remove most of the stroboscopic effect (e.g. previous image 1, that is the effect when u move the mouse cursor around the screen and see multiple cursors) while for tracking eyes 1000 Hz might be enough.
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Regarding "perfect Hz=fps is required for blur reduction" - unsyncronized refresh and frame rate will result in tearing, micro stuttering/jittering/skipping, double imaging... Even slightest mismatch can look bad. To see what I mean download
Smooth Frog, enable blur reduction on your monitor, use pixels/frame mode with ∼2000 moving speed and test:
- vsync ON, with unlimitited fps - perfect motion, but with lag
- vsync OFF, with fps limit exactly matching Hz - almost perfect with occasional screen tearing due to imperfect frame cap
- vsync OFF, with fps limit 1 fps below Hz - screen tearing
- vsync OFF, with fps limit 1 fps above Hz - screen tearing
- vsync OFF, with fps half the refresh rate - double imaging
- vsync OFF, with fps much higher than refresh rate - screen tearing and jittering, skipping
Blur reduction off and freesync disabled will behave same.
And if game doesn't have perfectly flat frametimes like Smooth Frog (most games don't) than it would look even worse.