3 ms·
> You've seen games running at 120Hz and at 60Hz. The difference is obvious, isn't it? Honestly, I have not. I'm not much of a gamer, even though I used to be
by munificent 2y ago
> You've seen games running at 120Hz and at 60Hz. The difference is obvious, isn't it?
Honestly, I have not. I'm not much of a gamer, even though I used to be a game developer.
Certainly the difference between 30Hz and 60Hz is noticeable.
Maybe this is just because I'm old school but if it were me, I would absolutely prioritize low latency over high frame rate. When you played an early console game, the controls felt like they were concretely wired to the character on screen in a way that most games I play today lack. There's a really annoying spongey-ness to how games feel that I attribute largely to latency.
I don't really give a shit about fancy graphics and animation (I prefer 2D games). But I want the controls to feel solid and snappy.
I also make electronic music and it's the same thing there. Making music on a computer is wonderful and powerful in many ways, but it doesn't have the same immediacy as pushing a button on a hardware synth (well, on most hardware synths).
- kragen 2y agoOh! I assumed that because you were a famous game developer you would hang out with gamers who would proudly show off their 120Hz monitor setups. I agree that low latency is more important than high frame rate, and I agree about the snappiness. But low jitter is even more important for that than low latency, and a sufficiently low frame rate imposes a minimum of jitter. Music is even less tolerant of latency, and PCM measures its jitter tolerance in single-digit microseconds.
- munificent 2y agoHaha, alas the reality of my celebrity is not as much as you might hope. :)
- account42 2y agoA lot of sluggishness in modern games isn't even from input latency but from deliberate animations that the character (and even UI) is made to follow.