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osu (music beat-clicking game) has a built-in screen frequency a/b test, and despite running on a 60hz screen I can reliably pass that test up to 240hz. It's n
by cwillu 1y ago
osu (music beat-clicking game) has a built-in screen frequency a/b test, and despite running on a 60hz screen I can reliably pass that test up to 240hz. It's not just having 60 frames ready per second, it's what's in those frames.
- try_the_bass 1y agoI don't understand how this works, I guess? If your screen is 60Hz, you're drawing four frames for every one that ends up getting displayed. You won't even see the other three, right? If you can't see the frames, what difference does what's in them make? [E] Answered my own question elsewhere: the difference is the "freshness" of the frame. Higher frame rates mean the frame you do end up seeing was produced more recently than the last frame you actually saw
- deleted 1y ago[deleted]
- layer8 1y agoAlso, your input gets registered faster (happens earlier) in the game world.
- try_the_bass 1y agoI don't think I understand this part. Why does the rate at which frames are rendered (by the GPU?) relate to the speed at which input is registered? [E] Ah, I think another comment [1] up in a different branch of this thread answered this for me [1] https://news.ycombinator.com/item?id=45794453 https://news.ycombinator.com/item?id=45794453