安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
In audio, you need to get AT LEAST twice the maximum range of hearing as the base sample rate. We largely hear up to 20,000Hz, so this is why CDs sample at 44,100Hz.
With framerate, the theory is that matching the framerate directyl to your monitor will alleviate things like screen tearing. However, PCs don't run perfectly uniform. There are cycles where things will take priority, and real world ♥♥♥♥ like power fluctuations, or tempertature changes or a whole host of other things can introduce lag, which will throw this matching off.
So, basically, you try to go for TWICE the amount, as this will mitigate things far better. If you get my meaning.
https://steamcommunity.com/discussions/forum/11/5544461758370481006/
sure, my bad.
Or would i need a pc that can run 240hz then? :D .... There is a missing link here.
Anyway, i dont see problems when i reduce my fps. Sometimes i even reduce them to 60 even though my monitor can handle more than that.
If you increase the fps above the monitor the effects you describe happen mostly in a void(?).
Whereas in speakers everything is physically happening.
Now depending on the type of gamer you are, you may not notice. If you don't play anything reaction-sensitive (or if you are, but aren't THAT good in a game to notice), you won't notice.
But that delay is there and noticeable if you are fast enough yourself.
Not at all. Computer graphics are not sampled. They are not continous. The graphics unit renderes each picture in itself and sends this stand-alone information to the output processor which displays each image as it is and not as a transition from the former or anything. It's a series of pictures. Not a signal wave.
That's why movies work at ~25 FPS which is just a bit over what most people perceive as fluent in their focus area.
More frames will just be dropped and result in a less stable frame pacing which can actually cause the impression of input lag.
The only reason to ever have a different frame rate than your refresh rate is if the game loop is build around frames. For example in fighting games. Or in such great indie games like NfS: Rivals. I am sure I posted the 60 FPS video already here.
FreeSync doesn't magically allow you to display twice as much frames though. I helps if the graphics unit is providing less images than the refresh rate, not more.
Screen tearing occurs when the gpu puts out the next frame before the last frame is fully displayed. That would indicate that you need a faster monitor not a higher cap.
I said it's IDEAL to do that. I never said it was possible or you should in your circumstances. Just that that's the thing to aim for.
I have a fairly decent stereo system. It doesn't change the simple fact that the higher the sampling rate of the audio signal IS better, even if I'll never get to hear the benefit of some of them.
Now if your monitor & GPU ARE synchronized, then having the same refresh rate/frame rate is generally a helpful idea.
If you have MORE from the source, it means you always have room for problems and variance, and the player/screen will manage.