30 FPS means a frame is changed every 33.33ms;
60 FPS means a frame is changed every 16.66ms;
144 FPS means a frame is changed every 6.94ms.
The differences between 29-30 FPS, 59-60 FPS and 143-144 FPS are respectively 1.14ms, 0.28ms and 0.048ms (or 48μs (or a spoonful of context switches on Windows 10 (windows 10 does many context switches))).
If you know someone who complains that their frame rate is 100/s instead of 144/s, they complain about a 3.05ms delay that speedrunners and probably competitive players would struggle to notice.
I remember doing that with Half Life, I always found it weird that pre-run console command bindings were allowed - then again, speedruns would be way less crazy without them.
It would be hard for speedrunners to make action on those 3.05ms, but they would notice it. I can feel when an image is choppier than it can be.
It’s not the end of the world, I’m finding lower frame rates aren’t as frustrating as I remember now that I’m doing a lot of work on the steamdeck and rog ally. 45 is as low as I’ll go on games that are pretty though. A lot of my early time in a game is spent tweaking and finding maybe 2 ‘best’ configurations, one for higher frames and one for better visuals and make my decision from there on what I can comfortably tolerate.
Its why I usually say it only matters after every doubling of hz, 30 > 60/75 > 120/144 > 240 > 480 with dimishing returns based on content being displayed.
165 is effectively 144, and any framerate near each bracket is paired with whatever’s closest, with the exceptions such as 360hz panels with bfi are different than ones without it.
It’s also why I run DRG on a 40f/s cap, upscaled from 90% of my monitor’s resolution and mostly low settings even if I’m capable of 4 times as much load :3
(that and the generated heat being unbearable as it is)
((and the fact that I’m stingy and if I can decimate my power consumption with a relatively low graphical fidelity difference, I will))
Here’s some math:
30 FPS means a frame is changed every 33.33ms;
60 FPS means a frame is changed every 16.66ms;
144 FPS means a frame is changed every 6.94ms.
The differences between 29-30 FPS, 59-60 FPS and 143-144 FPS are respectively 1.14ms, 0.28ms and 0.048ms (or 48μs (or a spoonful of context switches on Windows 10 (windows 10 does many context switches))).
If you know someone who complains that their frame rate is 100/s instead of 144/s, they complain about a 3.05ms delay that speedrunners and probably competitive players would struggle to notice.
Speedrunners may even change the fps to be intentionally lower or higher for some glitches to even work.
I remember doing that with Half Life, I always found it weird that pre-run console command bindings were allowed - then again, speedruns would be way less crazy without them.
It would be hard for speedrunners to make action on those 3.05ms, but they would notice it. I can feel when an image is choppier than it can be.
It’s not the end of the world, I’m finding lower frame rates aren’t as frustrating as I remember now that I’m doing a lot of work on the steamdeck and rog ally. 45 is as low as I’ll go on games that are pretty though. A lot of my early time in a game is spent tweaking and finding maybe 2 ‘best’ configurations, one for higher frames and one for better visuals and make my decision from there on what I can comfortably tolerate.
Its why I usually say it only matters after every doubling of hz, 30 > 60/75 > 120/144 > 240 > 480 with dimishing returns based on content being displayed.
165 is effectively 144, and any framerate near each bracket is paired with whatever’s closest, with the exceptions such as 360hz panels with bfi are different than ones without it.
It’s also why I run DRG on a 40f/s cap, upscaled from 90% of my monitor’s resolution and mostly low settings even if I’m capable of 4 times as much load :3
(that and the generated heat being unbearable as it is)
((and the fact that I’m stingy and if I can decimate my power consumption with a relatively low graphical fidelity difference, I will))