From: L3nnuk
If its all in the mind and refresh rate has nothing to do with feel of the picture, then according to you 120hz screens don't really work and over 60 hz screens are just a scam.
Did you read the note at the end where I mentioned "UNLESS" the developer/cpu/graphics card supports that rate? It's why you overclock your CPU and Graphics card.. Not your monitor.
Read this:
http://www.pcmag.com/article2/0,2817,2379206,00.asp"Source footage is never greater than 60hz". Should be enough to grab your attention no?
That nice "effect" you're talking about "seeing" is your monitor compensating.. Aka drawing what's in the buffer multiple times over.. For example, some game sends an image to a buffer at 60 cycles per second aka 60hz refresh rate. A 120hz monitor isn't going to speed anything up or fix anything at all. All its going to do, is just draw the same image twice because its 2x as fast and the game hasn't had time to update the buffer yet.. Your driver controls the draw rate mostly.
You might want to read what tearing is again:
http://en.wikipedia.org/wiki/Screen_tearingAlso read the prevention part. 60hz is standard so it's obvious that something else is causing your tearing: video card technology, software in use, and the nature of the video material. In the very rare case, buying a new monitor might help I guess but it's less likely; unlike a new gfx card, new software, etc.
As long as your monitor is at a standard 60hz or higher rate, tearing shouldn't occur. Bad developers don't follow the right concepts and that's probably why you think you need a new monitor or overclocked monitor.
I never said that getting a monitor with better refresh rates will give you more FPS. It will just let your screen output more of the rendered frames.
Read what you just said.. What does "Let your screen output more rendered frames mean" to you? Sounds like you're talking about FPS no? Because that's exactly what it is.. The amount of frames rendered in one second? Yes? I'm not sure if you're confusing yourself or me :S
Sure you can have over 300 FPS on some game, but if your monitor is only 60hz, then it will draw only 60 of the 300 rendered frames on your screen ( and some come out with tearing effect ). Or if you get less that 60 fps, then some frames will simply be redrawn. Resulting in a choppy picture when moving.
lol.. Iunno what in the world you're talking about.. Anyone who programs games or perhaps plays them, knows that all the frames are going to be drawn. FPS stands for the amount drawn in a single second.. Not the total amount drawn.. So no, you're not going to have 60/300 drawn… You're going to have all 300 drawn. The time in which it's drawn, is your FPS. You may have 300 drawn in 2 seconds and someone else may have all 300 drawn in 1 second.. Thus your FPS would be 150/s and theirs at 300/s..
Doesn't mean its going to draw less at all. Your screen would be the limiting factor then because at different refresh rates, it may "skip" some frames since they don't fall within its cycle. However, game programmers take care of that in the game loop by sleeping at a standard rate and making sure everyone who plays sees the same things at the same time regardless of input. Thus the lag is on the client side (your computer) not the server.
No no. No frames are redrawn. They are simply drawn at a delay. Aka a lag. Try running a Debugger on any game, and you'll see that it never sends the same instruction twice or redraws the same frame because you lagged or your cpu threw a hissy fit.
Anyway, check out Smart's source on Benland's github.. See line 145:
https://github.com/BenLand100/SMART/blob/master/src/Client.javaThen see line 326.. Now when you Run Smart, press the ~ (tilde) key to open the RS developer console and type "displayfps" without the quotes..
Now run the official RS client and do the same.. You should notice that the FPS is the exact same! Ok so now remove the two lines I just mentioned and compile/run Smart.. Again, type displayfps. It should be the exact same but guess what? You lag now because your CPU isn't sharing any processing time with other threads. Now go buy a new monitor, come back and do the same tests.. tell me what's changed?