- Joined
- May 5, 2006
- Messages
- 5,935
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I tried 330hz mode. I still can't tell the difference above 120. on ufotest I can make out 165 vs 330 at certain speeds, barely, but toggling max fps to 120 or 330 in cs2 I can't tell at all. CS2 in 4k ultrawide though, now that's something.
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You'd have to be feeding it 300fps+, but the ufotest should max it out, yes. Higher fpsHz rates cut the sample-and-hold blur by half every time the fpsHz doubles (and it increases the motion definition.. "dots per dotted line curve shape" motion articulation, animation action states shown, appreciably to at least 500fpsHz). The sample and hold blur reduction by half compared to 165hz should be appreciable when moving your FoV around in a game at speed, where the whole game world is blurring.
Considering DLSS5, path tracing/ray tracing in games' stress on gpus at high resolutions like 4k or higher, 165fpsHz peak is probably fine, even 120fpsHz is for a lot of games. Personally I have no interest in low rez tradeoff for higher than 120 - 165 hz on screens, or screens with lower PQ traded off for one trait (like a curve, or pulsar, or whatever it might be).
<....> maybe frame gen depending on the title.
You might have meant that as in "you might find increased input lag suffered from using framgen more acceptable in single player story based games", not sure. However, taken as "the actual amount of input lag from frame gen may vary depending on the title" also sounds accurate from what I've been seeing and reading. The actual amount of increased input lag hit also varies not just by title, but most critically by what your base frame rate is you are feeding framegen with (the higher the better) and that can also vary, what fps base you are getting, depending on the game title. There are a lot of options, including disabling path tracing if willing to (or are forced to due to your screen's rez), because that is a huge hit on your base frame rate.
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