What? Some engines require 100+ fps because the fps is tied to the control and other things. So, more fps = the game runs different. This has nothing to do with visuals... for instance, in many Quake games fps has a great effect on how the player moves around the scenario.
48fps, by the way, is not slow by any means. The problem is that FPS is not an even stream of data, and the more fps you have, the more close to each other they are and, thus, the smoother the experience is. For instance, the Crysis titles are far more playable at 40-50fps than most of the games out there, and its precisely because their engine works in a different way and doesn't spike as others do.
Also... SKYMTL is part of hardwarecanucks (not sure if the owner/main editor/just another crew member). So, it's safe to assume he has tinkered with more SLI and CF than most of us
This has nothing to do with the issue. A CRT is unable to have a static image on it. It simply can't, and thus the flickering. Flicker is simply part of the CRT, and having a higher refresh rate only mitigates it, but it still there.
The new 3D Vision 2 monitors have close to non crosstalk, which means that their ghosting is effectively 0.Higher than 60Hz refresh rate isn't essential for minimizing ghosting on LCD screens. I use EIZO Colorgraphic monitors for video work, etc., the ghosting on them is basically non-existent. No consumer grade TN 120Hz or 144Hz comes even close to them in that respect. However, due to the display and hold nature of LCD screens, there's a significant difference in motion perception. This is directly related to the human visual system. The display itself plays a comparatively minor role in the perceived motion blur.
Oh, it does. You consider framerate as a steady stream of frames, when it isn't. With 100fps you have far higher chances of never skipping a frame than with 60fps (@60hz screen). So, the bigger the number, the better.... and stuttering is not only related to multi-gpu setups, as it exists on both systems (single and multi-gpu).
Only if you have Vsync on. Tearing happens precisely because you are drawing different frames at once. This is pita, but at the same time you have your lastest inputs drawed into the screen. Food for thought...
About input lag, the higher the refresh rate, the lower the input lag (provided the pannels are as fast). Why? Whenever you input something into your computer, it will take a time to get pictured on screen. The fact that at 120hz you update your computer twice as fast means that the time between input and picture will also be lower. Think about it this way: you are expecting a package, and you can choose between a company that makes 1 delivery per day or another that makes 5 deliveries per day. Which one will give you your packet faster, provided you don't know when the packet will reach the office? It's kinda simple actually...
Oh, you are wrong. The new 3D pannels have no cross-talk... meaning: no ghosting whatsoever, and cross-talk is by far the hardest test of them all, as they are drawing 2 different frames one after another, and if anything gets mixed into them they eliminated the blurr altogether.





wipe his butt with steve jobs talking about ipad..
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