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I think frame rate is one of the biggest non-issues out there for me. People seem to lose their minds if a game isn't 60 fps, I have fun anyway.
It's one of the things people complain about but in truth they don't notice it. Clair Obscur: Expedition 33? Typically runs at 30 fps on Xbox/PS5. Baldur’s Gate 3? Again, typically plays 30 fps. Elden Ring? 40ish fps on PS5.
The first 2 were the games of the 2025, and yet no one seemed to get the info that they are most likely running at a "slide-show" 30 fps.
Word. I’ll play story games and non-fps titles at anything that doesn’t hitch. Smooth 20 fps for atmospheric horror? Cool. 32 gps for a neat RTS? Love it. 24 fps for a really well designed rpg? Fucking in.
And then for an fps, 60 is actually trash frame rate. People who are hung up on this are just wrong from both sides of it.
It depends on the game. A CRPG? Sure, anything over probably 20 and I'm not complaining. A fast-paced shooter? Less than 90 and I'm feeling it. Less than 60 and it hurts.
The problem is you get used to whatever you use most often. If you are accustomed to sub-60 then you won't even notice it, because it's standard. If you're used to 120, 160, 180, etc., it stands out more because it's not your standard anymore. It isn't any worse than it used to be, but you notice it more.
For me its resolution. The jump from 480p standard box to 720/1080p was night and day revolution. Meanwhile a 4k image looks maybe 10-15%sharper to my eye but takes up 4x the storage space. Whenever I voice this people say that I must be blind if I can't tell a difference. I'd rather have the disc space and know my software collection is well optimized with reasonable file sizes instead of buying 22tb worth of ssds in a network cluster with a nvidia 80000 to play the latest AAA
It depends on how far away from your monitor you are. I could never go back to gaming in 1080p because the difference is extreme. And if I could go even higher in resolution I would.
You get used to it, I remember an old mobile game that was super fluid at the time compared to other games, checked the specs and the lcd refresh rate was 15 max... Bet It'd feel like quite sluggish today.
It's the input lag, I can see and feel the difference
This is a bug in your game's engine then.
Yeah I'll take 30 FPS with my graphics settings maxed over 144+fps with my graphics settings on low/med any day. Granted I'm mostly playing simulation games where its all about seeing the heat radiating off of the boiler of the steam engine you're operating, seeing the little leaks of steam along the running gear, the intense darkness upon entering a tunnel, etc. I'd much rather be able to see all of that at 30fps than have to turn my settings down for it to run at 144fps. Anything where the faster reaction time of high refresh rate would make a difference is already where you should've (or shouldn't have!) done something earlier to prevent the crash you're making a last ditch effort to avoid
I think as long as it's above like 20-25 I can tolerate
If I hit 20-25, it’s time to upgrade my computer hahaha
Had this exact thought playing the new Indiana Jones
60 FPS was fine 15-20 years ago. These days I need my games to run at 120 FPS+. 60 looks like a slide show and you can really feel the input lag when you move your mouse at that framerate.
Input lag is not in any way related to frame rate. Fix your keyboard or use a faster game engine or whatever.
Input lag is massively affected by framerate and it's easy to prove. Go into your PCs display settings and lower your desktop's refresh rate as low as it'll go (30Hz or lower). Then move your mouse around on the desktop and you'll understand exactly what I'm talking about.
Think about if for a minute: let's say you click your mouse in between frames. That click isn't going to register until the next full frame. The lower your framerate, the more likely this will happen, leading to more input lag. This is so obvious once you spend 15 seconds to actually think about it, that I can't believe I even have to explain it to you.
Since when are mouse inputs tied to individual frames?
Neither to action you perform nor the reaction from the Programm should be delayed, only the visual feedback you get.
Sure some older Programms don't use internal ticks bit instead use the framerate for that, which leads to a lot of issues with higher framerates as well, but they are few and far between.
Input in many games are tied to frames, and this isn't necessarily a bad thing. Sure, you could poll for inputs faster, but you have to pick some rate, and framerate is a reasonable one. It certainly shouldn't be slower, and faster isn't really useful because the player can only respond at framerate speed. Faster just creates more processing that needs to be done without much gain. Sometimes there's interpolation to figure out what they would have clicked on/shot at at a sub-frame timing though, to make fast actions accurate, without a ton of extra processing.
Physics is almost always not tied to framerate, because the player response isn't what matters usually.
Regardless, a longer time to see the response is equivalent to response time.
Who said anything about Windows? This test works in any OS or game from any era. Also, reaction time is not a factor here. It is still possible to click between frames depending on when you click. You're grossly misunderstanding how things work, and honestly I don't have the patience nor the crayons to explain this to you, so I I'm leaving this conversation now before we end up arguing over semantics that don't even fucking matter in the grand scheme of things. ✌️
We're not talking about mouse stuttering. We're talking about input lag. See my other reply.
Regardless, I'm not continuing this debate with you because you can't even get your terminology right. How can you argue with me, when you don't even fully grasp what we're arguing about?
I run my system at 20 Hz, game on it too. My DeskMini A 300 can run the likes of Ark Survival at medium settings in 3440x1440.
144hz looks awesome but I can tolerate just about anything 30+