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Maybe the "Half Refresh" method put then in 5th Place, but yes, its the worst.
Your monitor is 144Hz, you don't need to lower to 82Hz when running a lower framerate games, unless you are having image quality issues like smearing, ghosting, crosstalk or other "strobing problems" otherwise, lowering your refresh rate will increase your Input Lag.
High Refresh Rate + VRR (G-SYNC) = Quick Frame Transport.
The G-SYNC module helps a lot on monitors that use VA panel, fighting the "smearing" but as technologies improve, newer screens are not always necessary, like on Samsung Odyssey G7/G9 or newer IPS/TN panels.
I don't know why people insist on thinking that Input Lag makes a difference only in "E-Sports" games.
Apparently you must never have played an emulator in your life and these are the ones that suffer the most Input Lag due to old games being programmed to run on CRT screens that are analog signal without processing and even on modern PS4 what I see most is people complaining about Input Lag in Red Dead Redemption 2 or even in Bloodborne or other From Software games.
Even Uncharted 4 have an input lag when your TV is set to Game Mode, you will see how the PC port will perform better due to people running on a faster monitors (60Hz on Console and 120Hz+ on PC, not even counting the VRR smoothness).
TLDR: The same framerate can have different Input Lag measure, depending on how you configure your game and the capacity of your monitor/TV.
Very good to see the evolution of the Scanline Sync method, it was pure trial and error the older method and took a lot of time adjusting game by game and still not having a 100% consistent framepacing. Thanks.
https://www.youtube.com/watch?v=Zc8NWxeYcKM
Well this is how it runs Days Gone here on my potato machine. According to the people here in the topic, "it's running like garbage". There is still stuttering here or there, due to the game being installed on HDD.
Console recommended play on 4K TV because motion lag much helpful in 30fps games. 30fps in TV motion lag like 45fps.
But God of War in PS5 running 4K/60fps and visual upgrade, I don't want buy GOW pc version just waste my money :)
So God of War is a simulator or does need to be as tight as one all of a sudden? And Uncharted might had input lag bui that never ever prevented anyone to play the damn game did it?
Any modern TV that's not fron an unknown brand and any gaming monitor will have unoticeable input lag for the common Joe.
I see only excuses because now PS5 players are arrogant at level that they only talk about 60fps now they have a powerful console running crossgen games, when in the not too distant past, they saw "no difference between 30 and 60fps" because the PS4's processor limited the potential of most games.
But still my point is not to say that "common Joe" will not have a satisfactory experience, the purpose of the topic is not that, the OP's question was in relation to why 30fps is smooth on Consoles and the same 30fps is not fluid on PC.
Anyway, the PC people will play God of War in the best way, due to the freedom to configure their games, regardless of whether you are a "common Joe" or an enthusiast who has the best equipment or an advanced user who gets to develop wrappers.
Anyway, we'll see this discussion heat up when Elden Ring comes out next month which I'm sure will come with Framepacing issues knowing the way From Software games work, starting with the 60Hz lock in Full Screen.
I don't own a PS5 nor I have any intention to buy one, the OP question is utterly stupid because 30FPS feels crap on any platform compared to 60, I personally play PC because I have access to way more games and I am not tied to a single selling platform, I have infinite retro-compatibility, I can use emulators and I'm not limited in my input methods.
I used to spend a ton of time tweaking options in my game to squeeze the most FPS I could, nowadays I just launhc games and play them as long as they run smooth and guess what? I do enjoy games more doing just that because the difference between 117fps and 125 eludes me anyway, like about everyone.
From Soft games suffered from input lag because of programming (and because the ports were piss poor) and it is another story entirely, I had no issues playing HZD on PC myself using both keyboard and mouse or a controller for example.
Once again this conversation has strayed off the nonsensical OP saying that 30FPS feels better on consoles than on PC, it does not, moving on.
Not reading the whole thread, but another reason to lock 30fps on games is to avoid breaking physics, ffxv's is not proper above 30fps sadly, 60 is nicer even though the clothing and hair physics get messed up I guess, but eh...
In the end they found out the type of controller device used for viewing determines whether the user gets motion sickness. If an XBOX360 controller were used to control view, ~30fps minimum is enough to eliminate motion sickness, if mouse were used to control view, ~60fps minimum is enough, if VR headset were used to control view, ~90 fps minimum is enough.
The hypothesis is this issue were caused by 2 different but linked factors: Factor 1 is the dead zone on the device , the mini joysticks on the controller seemed to have some kind of dead zone implemented, this delay in control response time can significantly reduce motion sickness in the user at low fps using a controller. However, when they implemented similar dead zone to mouse and VR headset, it induced motion sickness no matter what the FPS was. So this is where Factor 2 comes in the equation: the muscle group used to control the device. If muscle groups involved in bodily balance (arm/shoulder, back/neck) were used to control the device, it induces motion sickness immediately at low FPS across all devices tested deadzone or no dead zone. To further prove this, they strapped the some user's arm to the mini joystick so their arm muscles can be used for view control, it indeed induced motion sickness at low fps and it cannot be compensated by implement deadzone.
Well, I know it's a lot. But the 2 conclusions are simple. Conclusion 1 is to eliminate motion sickness at low fps (~30), device deadzone + use muscle groups NOT involved in bodily balance (hand/thumbs muscles) to control the device. Conclusion 2 is if muscle groups involved in bodily balance (arm/shoulder, back/neck) is used for device control , a minimum of 60fps (arms) or 90fps (vr) is required, and deadzone does nothing but exacerbate the motion sickness. I believe the paper went deeper to discuss the coordination of eye and cerebellum and the use of balance muscle and they even scored muscle based on its degree of involvement in maintain balance. And something about sporadic balance muscles (arms/shoulders) and constitutive balance muscles (neck/back) have different level of sensitivity to "disturbances" like low fps.
I confidently doubt you could tell the difference between 444 and 422 in a blind study. Yes, 4:2:0 is noticeably ♥♥♥♥ but 4:2:2 is virtually lossless. Unless you are specifically looking at text with a magnifying glass, you aren't going to tell it's subsampled.
That's sad to hear mate. I don't like having to lower chroma subsampling too.
In this case it is also understandable.
Put simply, the games are designed to put out a perfect amount of frames to accomodate a perfectly smooth image which is demanded by the console. PC though, sends a variable set of frames to the processor which adds up to an actually uneven image.