Supermodel_Evelynn wrote: ↑16 Jan 2024, 09:33
These high HZ monitors are stupid, there is huge diminishing return after 120hz or even 100hz.
Only because of
1. LCD. It's terrible in the continued refresh rate race.
2. Content. That's why I am helping companies with improved framegen.
3. Sync technology issues. VSYNC OFF means 144-vs-360 is less visible. VSYNC ON 144fps 144Hz versus VSYNC ON 360fps 360Hz perfect framerate=Hz is more noticeable.
360Hz monitors aren't useful for 60-120fps content without strobing.
Framerate-based motion blur reduction requires large framerate increases.
4x more frame rate (AND MUST BE OLED, NOT LCD) = 4x less motion blur.
Blur Busters Prime Directive: You must respect the two methods of motion blur reduction, to respect the brand name here.
1. Strobe/BFI-based blur reduction (works wonderfully with low frame rates)
2. Framerate-based blur reduction (works wonderfully on OLED)
They are both legitimate, and is popular around here, even though brute method is costly (and needs 4x frame rate increases / 4x refresh rate increases, to be mainstream visible). I am a hater of refresh rate incrementalism, which hurts humankind benefits, especially with GPUs and game developers not keeping up. And the pixel response speed at 360Hz is never 100% perfect, most 360Hz LCDs take 2+ refresh cycles to finish pixel transitions, that's not 100% refresh cycle compliance.
Supermodel_Evelynn wrote: ↑16 Jan 2024, 09:33
Going from 60 to 120 is like going from 30 to 60 all over again, going from 120 to 360 feels mediocre at best.
Until you see 120 vs 360 on an OLED, because LCD GtG throttles the difference between 144-vs-360, as does game quality. Then it's like going from 60 to 120 all over again. But, frame rates are not keeping up. The GPU is a big problem.
Also, mouse microstutter has big problems with 144-vs-360Hz. Some mouse settings means I (even myself, Chief Blur Busters) can't tell apart 144-vs-360 sometimes at some mouse settings, because of how choppy some FPS games turns. That's why I am a big fan of high-DPI high-pollrate low-sensitivity operations, because it amplifies my ability to see refresh rate differences. But, that's not always the most ideal setting for all esports games. Most esports players only use 800dpi, which is good for CS:GO, but doesn't help mainstream visibility of 144-vs-360 as an example.
So a big problem is also the content -- how much the content improves or does not improve during the refresh rate race.
There's a big community,
www.reddit.com/r/MotionClarity that is using framegen as a motion blur reduction technology now. Most of those people over there are not esports gamers, but want to blur bust using approach #2 (framerate-based motion blur reduction). The high Hz requires high frame rate, for the framerate-based motion blur reduction to work properly.