What would be the benefit of this in $CURRENT_YEAR?

Do PS/2 Mice have the same advantages as keyboards? And is it worth it to use one of those cheap adapters?

great.


30ms probably _is_ a problem.

LCDs are now in the 1-4ms range, according to sites like TFT Central

It's not so simple. On a CRT with vsync, the top left pixel has 0ms latency and the bottom right has approximately 16ms. An LCD is exactly the same except you now have pixel response time as well as display input latency added to this.

Input latency is strictly _added_ to end-to-end latency.


I just started timing this recently. It becomes impossible to aim consistently in an FPS when vsync of any type (double buffered, triple buffered (OpenGL), FIFO vsync (also called "triple buffered" by D3D)) is enabled in any game (aside from maybe beam racing, but i doubt any modern TPS/FPS has this). Double buffered vsync normally adds around 16 to input latency (it cannot add more, but it can add less for example if the game does some heavy computation before input in each frame), and this already makes the lag unbearable from my experience. Contrary to 99% of retards on the internet, vsync doesn't add input lag "because it locks the framerate" - locking the framerate to 60 on 60HZ feels much better (and looks much worse) than 60HZ vsync.

Again:


Again, it's not so simple. At 120FPS on 60HZ, you will usually see one half of frame A and half of frame B, and the tear between the two frames will move around depending on how far off your timer is from the monitor's clock (it's always off, even on high resolution timers).

Now what I want to test is whether 60FPS on 60HZ is as good as 120FPS on 60HZ. The main issue with this is that if your game is locked to 60HZ, the tear will noticably move up and down the screen (as the framerate fluctuates and didn't have a true 60HZ period equal to the monitor in the first place). I feel like this makes it harder to aim in many cases. But I think even increasing the framerate a tiny bit (61FPS for example) on 60HZ already remedies this because the tear moves so fast that it becomes negligable (aside from the game still looking like shit as it always will without vsync). So far I have been unable to tell the difference between 120FPS at 60HZ and 65FPS or so at 60HZ.

Having a framerate _less_ than the refresh rate is certainly bad though, because it causes stutter and increased motion blur. On that topic, 120HZ screens have half the motion blur of 60HZ (one of the only true advantages of 120HZ). Pixel response time has not been a significant cause of motion blur for LCDs for a long time now - instead it's mainly caused by the fact that the LCD displays one image for a period of time before showing the next (as opposed to CRT which shows any part of the image for a tiny amount of time (

wait, I thought you're talking about display latency, but both display latency and pixel response time are said to be this low now.

For me I always assumed it was because USB is so versatile and you could plug fucking anything into those ports, and because USB ports are so commonly manufactured, at some point it probably became cheaper to just use those.

It's damned easy to code for.

Attached: m.png (512x964, 9.61K)

also in quake 3 it is somewhat common to always look slightly below normal, unless you specifically expect some this happening above you.
as without vsync you will get the upper parts of screen earlier than the lower parts, this will again improve your reaction time.
(it combines naturally with some aspects of the correct usage of rocket launcher too)

fucked up while editing
replace with

Shit, I somehow messed up with deletion password.
Here's normal version of my text, mods please kill my previous 2 replies and I promise to be a good boy and not to do this shit again.


Not sure if it depends on a game but I can tell difference between that in all flavors of Quake 3 that I played, and also between 120 FPS and 200+ FPS at 60Hz too.
The difference is in the average display latency (and I'm very sensitive to visual latency) and the tearing looks uglier with less FPS, and also it has super ugly spots when FPS is close to being a multiple of the refresh rate or even refresh rate/2 (60, 90, 120, 180)
In Quake 3 latency basically trumps everything else, if you need to improve your game you need to make the latency as low as possible.
In many other fast games it is going to be the same (unless the game uses some retarded this to always force some minimal latency so that improving further from somewhere is intentionally made impossible, but I won't play that shit, it's the same level of retardation as locking the FPS to 30)
also in quake 3 it is somewhat common to always look slightly below normal, unless you specifically expect some this happening above you.
as without vsync you will get the upper parts of screen earlier than the lower parts, this will again improve your reaction time.
(it combines naturally with some aspects of the correct usage of rocket launcher too)

That's some sexy Bit bashing

I wouldn't strictly call that motion blur, as compared with the "sample-and-hold" artifacts you mention later, better terms are "ghosting" or "smearing".

As for LCDs, the official ratings for pixel response are as fantastically insane as their ratings for contrast ratio or viewing angle. Here's some lab photos of what is supposedly a "1ms GtG" panel, displaying over 5 frames of visible ghosting even with carefully tuned overdrive:
pcmonitors.info/reviews/asus-vg248qe/#Responsiveness
The only solution to this problem will be with a transition to OLED (or basically anything other than LCD), clearing the way not only to 120Hz displays that actually work, but to displays that approach the 1kHz barrier.

Isn't the correct approach exactly the opposite, capping 1-3 FPS lower than display framerate to substitute for v-sync without lag, in games that can't use 0-flip queue triple-buffering?

The primary advantage of 120Hz, regardless of blur, lag, ghosting, or stutter, is that your eye gets twice as much data from the game every second.


Isn't Quake 3's default physics tied to framerate in some subtly fucked up way?
openarena.wikia.com/wiki/Game_physics