PrincessFrosty
Platinum Member
What's often ignored when this debate comes up every so often is the interpolation speeds or resolution of input from peripherals (mice, controllers, keyboards).
*snip*
There's a big difference in "feel" when you set a Quake engine game to run at 125 FPS. Mouse input and movement is smoother and more responsive as the interrupt of the peripherals is provided a lower latency. I believe this carries over to many other twitch based games.
A very valid point worth considering.
I get this a lot with vsync debates, I've always preferred tearing and vsync off because with very high frame rates that are significantly higher than your monitor, you do tear frames, but the frames below the tear lines are actually representing more recent input within the same single physical monitor refresh, so while it's somewhat of a visual mess and you never display more than 1 total screen every refresh, you do get more temporal information.
And for that reason I've always preferred twitch shooters and other more competative games to be running at something arbitrarily high like 300fps even on 60hz monitors, because you're still decreasing the response time from the players input to what they observe, even if its just for smaller/partial parts of the screen.
I definitely think that the average human eye can easily see much more than even 120hz but it's a case of diminishing returns, trying to determine correctly a 30fps scene vs 40fps scene is easy, but 120 vs 130 is much harder. These days 60fps ought to be seen as a good minimum and ideally we should be targeting 100-120, much above that seems pointless for any practical purpose.