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| | #61 (permalink) |
| Registered User Join Date: Feb 2007
Posts: 764
| Just an update.. I noticed running this fix while also having bittorrent downloading things is a problem. Unless my connection has just been fucking up, out of nowhere every once in awhile I lag to all hell for about 5 minutes until I pause my torrents. Anyone else experienced? |
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| | #63 (permalink) | |
| Registered User Join Date: Mar 2005
Posts: 321
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| | #64 (permalink) | |
| Registered User Join Date: Sep 2005
Posts: 692
+1 Internets | Quote:
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| | #65 (permalink) |
| Registered User Join Date: Mar 2005
Posts: 321
| Well what I said was right, but I used the term "motion blur" incorrect at one point, I can clarify. I'm talking about two things in my post - one is Vsync, and the other are the limitations of the human eye. It was mostly a reply to the quoted statement which was incorrect. I can reword it more precisely, and keep in mind I was talking about a CRT - "refresh rate" with LCDs is different. Because video games do not produce the same type of motion blur as in a 24 fps TV image, they typically require a higher framerate to become cleaner (or maybe smoother is a better word). This means high framerates on crisp, nonblurred discernable images - which are detectable well in excess of 60 fps, or 60 hz. Anyone should be able to see the effects of this simply by changing framerate caps and refresh rate caps on a monitor (and game) that allows it. 60 Hz is readily detectable by turning your head to the side and viewing the flickering with the periphery of your eye. A 100-125 /s refresh will look much more "solid." In fact there is a lot of study in the field of oculomotor adaptation and eye strain when it comes to refresh rate - CRT's are known to cause eye strain at lower resolutions. In fact you will read a large paragraph measurably faster at 500 Hz vs 60 Hz (although the break point in between those values is probably not known). When the framerate and refresh rate don't match, you get an effect like the spinning wheel that I mentioned - only in computers it works as images chalked together (called tearing - which I called motion blur in the bolded area above - which is incorrect - but the idea is that you add vsync because you're going to have a mismatch at times). Vsync basically fixes this. If images did blur together, this would not be as necessary - even as stacked images, although vsync would still help - especially with rapid motion or large scene changes. I remember building a very basic graphics animation engine for a television output while in my senior year of college. Our choices to combat all sorts of "jerkiness" of the images was to either write an algorithm to blur images, or to write one that effectively worked as a framerate vsync (which gets complicated when the program runs extremely "hot" and has to scale down). Vsync was an easier, but divergent method to work at our issue. I'm not sure that helps anyway. Edit: It should be noted that you can get motion judder on LCDs by setting a refresh rate different from its native value. Many LCD's have an internal frame buffer that forces a refresh rate of the native refresh rate (usually 60Hz), regardless of the video card output or settings. So even though you told WoW to display at 85 Hz, the screen will only display 60 Hz. If your video card feeds out a matched framerate and refresh rate you can have problems. Setting your displays like this can cause tearing obviously, and motion judder (it will dump refresh rate - native rate frames each second). This was one of the problems we had on our program, and it makes things look "jerky". Last edited by Marauder : 12-27-2007 at 05:29 AM. |
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| | #66 (permalink) | |
| Registered User Join Date: Jan 2003 Location: The land of sunshine
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