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CRT Monitors long had 120 Hz capabilities over two decades ago.
I'm still not received any valid arguments other than "I can tell" where as science proves otherwise and I still stand by the industry standard of 60fps is the sweet spot is valid today.
By the way you'll never see a vsync lock at 120 in any direct X version. It's made at 60 to help the tearing.
It's not industry standard.
Again 60 is defined based on reliable data.
Get gsync and freesync if you dont care for flicker to sync the frames.
That's why it was marketed.
Knock off some kid trying to push past "60".
My 42" 3DTV is "marketed" as 240Hz effective 120 BTW.
120Hz was quite availalbe and some even 175 on CRT back in the day.
Benchmarking was alot of fun. But it was all bragging rights.
That has absolutely nothing to do with why a lot of games have frame locks. The reason games have framelocks is because they are developed at either 30hz or 60hz depending on what visual fidelity they are aiming for. 30hz games will have better graphics than 60hz games if developed on the same tech at the same time. It's a tech limitation that will never be gone unless we want faster FPS and no graphical improvements. If you develop a game at 60hz, then all the animations are keyframed at 60fps, meaning if you exceed 60fps -- it's not that your eye can't tell the difference, it's that there IS no difference, any frames over 60 are just frame doubled. For instance, CS:GO at 60fps shows 1 unique frame every 1/60th of a second. At 120fps it shows 1 unique frame twice every 1/60th of a second. What does that mean? It means each and every frame is shown twice before the next frame is rendered. It means your framerate is FASTER than the animation of the game. This means that the games animations are actually a bottleneck. There are no 120hz games, all 120hz games are 60hz games in 3d, which is why you need a 120hz display to show 3d videogames.
Nobody can see a difference between 60fps and 120 in a game, what you do see is SMOOTH MOTION PROCESSING done by the display -- which actually creates latency from buffer to draw, giving you a smoother image at the cost of adding a delay to the draw. If you shut off the smooth motion processing in the monitor, you will not be able to see any difference between 60 and 120 because the game is animated at 60. If it weren't, the game speed would actually increase and things would be in fast forward exactly twice the speed as intended.
This is why V-Sync is always enabled in Fallout and Elder Scrolls games -- and exactly why if you disable the frame limiter, the game cruises in fast forward.
https://www.youtube.com/watch?v=r4EHjFkVw-s
Proof.
You're just straight up wrong and you are referencing an old study that has been proven wrong. Go look up the air force study someone allready mentioned. That isn't just something he made up.
The reason 60hz became the "gold standard" for pc was because of tech limitations, and not because the human eye can't see more than 60fps.
I'm trying to help you. I'm on topic you won't ever get a vsync lock at 120Hz.
One article out PLETHORA of information on the science of the human eye and visual processing in the industry.
I mean seriously, STALIN, it stares at you in the face about DX vsync lock at 60fps so you don't get tearing. And after two decades another millionth request for 120hz locks and you still dont get it do you?
Yes now move on the request wont happen.
Because , AGAIN, it's industry standard to lock vsync at 60. 120hz and GREATER has been around FORVER.
You called me arrogant. ARE YOU SURE ABOUT THAT???
Or did you miss all the thousands of articles about this??? And picked out this one???
Seriously.
By the way my level (0) is an indication that my profile is private.
I have over 2700 games and have been with STEAM OVER 11 YEARS since it launched with Half Life 2.
I'm older than snot and did a college write up on 3d processing and the Voodoo1 and NV1 thesis paper on 3d.
Likewise VERY few games place a cap on framerate. Vsync does not lock to 60 like lakesideguy said, in fact it merely locks your framerate to your refreshrate which could be anything. For instance custom refreshrates of 69 like on my old monior, in which you do indeed see each and every uniqe frame with something like G-sync/Freesync.
As with a 144hertz display.
He said it again, NO Vsync Does NOT lock your framerate to 60, it locks your framerate to your monitor's refreshrate. An overclocked monitor will lock itself to say 69 in ANY game with Vsync enabeld.
wut m8?
Did I not say that they make Gsync and Freesync to sync the frames to the refresh rate.
I beleive I did, STALIN.
Go back and read that.
I also stated that the vsync lock is there to help with tearing and if you want it resolved then get gsync of freesync to stop the tearing and flickering. There's still going to be a bit but it's no where near as bad.
Increasing frame rates will never fully do it until its synced.
And AGAIN gsync and freesync fix that.
Why are you so offensive over the information?
It is fact I'm sorry you dont like it.
No one is talking about G-sync or Freesync.
NORMAL Vsync locks your FPS to your refreshrate.
G-sync and Freesync is what's called a dynamic refreshrate in which the refreshrate dynamically changes to fit your FPS. You clearly know nothing about tech...
wow grow up..
I'll lay ALOT of money down right here and now
that someone with a Gysnc or Freesync capable monitor running 60 fps against
120fps monitor that the Gysnc or Fressync capable display has far more fluid
display. :-)
I'll bet Nvidia and AMD will join in that bet too.............
I have a 1440p 144herts Freesync monitor, and at 144 fps it's NO SMOOTHER than a 144hertz normal display.
The advantage comes from the smoothness when below your refreshrate such as 80 fps, in which G-sync/Freesync does indeed look smoother, but your're still seeing much more than 60 hertz, even with duplicated frames on a higher refreshrate monitor. (That is to say, the second non-adaptive sync monitor still looks better than an old 60hertz display, but I agree Adaptive synt tech is amazing for gamers as moving between 80-100 FPS just looks smooth and isn't jarring, though you can feel the difference)
PS: Your comment is a bit out of nowhere, as I never said anything to the contrary in the first place.
PPS: Reading it again I see you actually said 60 FPS with adaptive sync would look smoother than a legitimate 120 hertz+FPS display running constant? You're out of your mind! It doesn't work that way!
60 hertz on an adaptive sync monitor, at a constant 60 for both situations looks NO smoother than a normal 60 hertz monitor, and would look totally jittery compared to a locked, stable 120 hertz display.
Hah? No. Clearly you've never animated anything before. When you do animate something, YOU have to CHOOSE what the frame rate of the animation is. You can't run a 60frame key framed animation at 120 frames per second without it running twice as fast [fast forward] or without frame doubling [showing each frame twice.] It's one or the other. Fallout runs the animations twice as fast, CS:GO uses frame doubling. Frame doubling containts zero extra data to your image, therefor you can't see a difference because it's still just showing you the same frame for the same amount of time as if you were at 60fps. So -- imagine an animation at 60 fps, each and every frame is unique and shown for 1/60th of a second. Now take the same animation keyed at 60fps and run it at 120frames per second. The animation would complete in exactly half the time because the animation would be over by the 60th frame, so instead of the animation ending in 1 second, it ends in half a second. Now do the same thing with frame doubling, all it does is show each frame twice before the next unique frame is rendered, meaning frame 1 and 2 are identical, and 3 and 4 are identical and so on, so it's basically just showing frame 1 for twice as long -- this way the animation still takes 1 second to complete instead of finishing in 0.5 seconds.
A game that is designed at 60hz is keyframed at 60 frames per second, a games that is designed at 30hz is keyframed at 30 frames per second, this is the only way to keep the gamespeed consistent and the animation/physic systems in sync. It's the same as a cartoon. Go a head and make a flip book cartoon that is 60 pages long, now flip them at 30 pages per second, and then at 60 pages per second, the 30 pps one is going to animate at half the speed and take twice as long to finish. If you take that flip book and flip it at 120 pages per second it's going to finish twice as fast and be in fast forward.
Animating 100% the same as it always was. It's an artist that draws each frame until the animation is complete. You don't get smoother images unless more frames are created, ever.
G-Sync/Freesync monitors are smoother at sub refresh rate frame rates, this is because the way they work stops frame skipping from happening. So if a game is keyframed at 60fps and you only get 30fps, half of the frames have to be skipped, and when they are skipped it becomes choppy because you're missing image data inbetween frames. G-Sync syncs the draw calls dynamically to the framerate so if you DROP frames you don't notice. If you can hit the full framerate, there is no difference at all.
No matter how many fps you get.
Nvidia;s adaptive is really good actually.
Vsync locks it at 60 and works ok at buffered but isn't fool proof.
Gysnc and Freesync is...........it's an absolute timing syncronization lock based on signal syncronization. And that's based on an electroinics engineering perspective.
It's the best solutions out there.
And the holy grail in obtaining total perfection on the display sync issues.