elvn
Supreme [H]ardness
- Joined
- May 5, 2006
- Messages
- 5,363
I know you were probably just using the term "one frame" as a rule of thumb in regard to input lag, but to be precise - on a 120hz monitor fed abundant fps, one frame~screen update is 8.3ms. At 144hz it would be 6.9ms. Using gsync the matched fps and hz would vary.. 60hz~fps is 16.6ms per frame, 40hz~fps is 25ms, 30hz~fps is 33.2ms.
Higher hz+fps yields higher motion tracking, motion and animation definition. By comparison, lower fps is "freeze framed" through more world state slices. Seeing more recent and more frequent/defined world states and resultant greater number of opportunities to initiate actions per second must factor in along with input lag measurements. Zero blur vs fov blur movement of the entire viewport during continual movements,abilities, and mouse look pathing is another consideration in the full picture - both for your performance as a player vs a game/opponents but also aesthetically.
Higher hz+fps yields higher motion tracking, motion and animation definition. By comparison, lower fps is "freeze framed" through more world state slices. Seeing more recent and more frequent/defined world states and resultant greater number of opportunities to initiate actions per second must factor in along with input lag measurements. Zero blur vs fov blur movement of the entire viewport during continual movements,abilities, and mouse look pathing is another consideration in the full picture - both for your performance as a player vs a game/opponents but also aesthetically.