You're then left with an image where the top half the screen is from the previous frame and the bottom half is from the new, freshly available frame. The result is that mid-way through a refresh, the monitor is receiving new data, and updates the remainder of the lines on the display with this new data. During this process, a new frame may become ready from the GPU, and as we're not using Vsync, the frame is sent to the display immediately. This is because a display cannot update the entire image instantaneously, instead it updates line by line, usually from the top of the display to the bottom. Using the first method, Vsync off, causes tearing. It can pass the new frame to the display as soon as it is completely rendered, commonly known as running the game with "Vsync" or vertical sync off, or it can wait until the display is ready to refresh before sending the new frame, known as "Vsync on". With this varying render rate, there is a choice of how each rendered frame is passed to the monitor. That's the varying nature of rendering a game on a GPU. Sometimes it might take 20ms, sometimes it might take 15ms, sometimes it might take 8ms. When running a game, there is no guarantee that the GPU is able to render every frame in exactly 16.7 milliseconds. In other words, the monitor is updating its display every 1/60 th of a second, or every 16.7ms. Let's assume we have a monitor with a fixed refresh rate of 60 Hz. It's just as relevant and current today as it was then, so we've bumped it as part of our #ThrowbackThursday initiative. Now let's talk about why.Įditor's Note: This feature was originally published on August 2, 2018. That's the answer to the question for those that don't want to wait until the end. To answer this question we have to talk a bit about how a GPU and display work together to send frames into your eyeballs, and how technologies like Vsync function.īut the bottom line is, running games at extremely high frame rates, well above your monitor's refresh rate, will lead to a more responsive game experience with lower perceived input latency. Today we're addressing one of the most frequently asked questions we see about PC gaming: how many frames per second do you need? Should you be running at the same frame rate as your monitors maximum refresh rate, say 60 FPS on a 60 Hz monitor, or is there a benefit to running games at a much higher frame rate than your monitor can display, like say, 500 FPS?
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