• DarkThoughts@fedia.io
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    6 months ago

    Game logic runs independently from what your monitor can display. So it’s really just a question on what effect it has on the player itself. Maybe for VR there’s an argument to be made, although I feel 1000 Hz still sounds like complete overkill even in that area. But I’m gonna call bullshit on people who claim to be able to tell the difference of such high rates.

    • burgersc12@mander.xyz
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      6 months ago

      Game logic does not always run independent of the framerate. Look at Fallout 4, if you run it at more than 60fps the dialogue literally overlaps itself.

      • DarkThoughts@fedia.io
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        6 months ago

        I didn’t say framerate, I said from what your monitor can display. FPS and Hz are not synonymous.

          • DarkThoughts@fedia.io
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            6 months ago

            You’ve got it the wrong way around. People play very high FPS games on (comparatively) lower Hz monitors. This has been common practice in competitive pvp shooters for decades.

            • burgersc12@mander.xyz
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              6 months ago

              This is my point. A 1000Hz screen would, most likely, be played at as close to 1000 fps as possible. I am not sure why you think i have it the wrong way when it is you.

              • DarkThoughts@fedia.io
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                6 months ago

                Your point was that game logic doesn’t run independently from your framerate, trying to refute my comment saying that game logic runs independently from your monitor. You’re clearly severely confused about the topic at hand.

                • burgersc12@mander.xyz
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                  6 months ago

                  I have not tried to refute. Just gave an example of game logic running slower than the screen and a question to why you wouldn’t try to equalize fps and Hz. How am i confused again?

                  • DarkThoughts@fedia.io
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                    6 months ago

                    You gave an example of game logic being tied to framerate, which again, is a completely different matter. And generally, why would you ask me why you wouldn’t equalize it, when you claim that the reason I’ve given was the point you were making in the first place, even though it’s a completely different type of example? You make no sense at all.

    • tal@lemmy.today
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      6 months ago

      For rendered stuff, it typically does make for smoother motion, even at rates much higher than the eye can see, because of motion blur.

      So, recorded video works fine at relatively low bitrates…but the camera is also set up to record a relatively-long exposure, something like a thirtieth of a second, and you see the scene averaged over that time. Your brain can see motion blur and interpret that usefully, to know that there is motion happening.

      Rendered 3D game images typically do not work like that. You see a series of perfectly-sharp images at instants in time. So your brain doesn’t get the nice smooth motion blur to work with.

      But if your computer renders and displays the intermediate images, then your eye can work with that nice smooth blur.

      It’s probably possible to compute a motion-blur more efficiently than rendering a lot of intermediate frames, get at least some kind of approximation of true motion blur, and some games do that, but brute-force rendering of more frames is simple for s developer and accurate. Plus, any game that can support a high frame rate can do it, even if it doesn’t have some kind of faux motion blur approximation.

      I have a 165Hz monitor. When moving my mouse cursor around, I can definitely see independent images of the cursor.

      EDIT: That being said, you could probably get a pretty good approximation by rendering and combining multiple frames on the card and only pushing a lower frame rate out to the monitor – that is, you only really need beefy rendering hardware, not a fancy monitor or cable, to get pretty close. I suppose that in theory, a compositor could do that. I don’t know if someone’s already done that or not.