At 60Hz, each frame is shown for ~16ms, while at 70Hz each frame gets displayed for ~14ms.
2ms is not nothing… But it’s below the treshold for human perception. While LCD screens have a little bit of a blur as the time for each subpixel to transition is somewhat long, the change from 60Hz to 70Hz amounts to nothing but a placebo.
Not exactly true, depending on which sense and , humans can perceive differences down to amounts quite small, even tiny values like 5-10 microseconds for hearing frequencies are noticeable.
For input-visual response time, differences down 0.5-1 milliseconds can be perceived by those sensitive to it and/or trained for it, 2 milliseconds happens to be well above that, though on average 4-6 milliseconds would be an expected threshold without knowing what to expect.
When using gyro-to-mouse input, difference between 60 and 70hz is perceivable, though a small change and not immediately noticeable, often it would be to enough to throw off my inputs for timing-sensitive things should I forget about increasing refresh rate.
Motion inputs often have significantly higher sensitivity to response time variation, adding say, 2msec extra latency into a VR headset and you would be far likelier to end up feeling nauseous after/during use.
Also classic Doom! That always ran at 35FPS at 70Hz, so if you’re a purist who doesn’t wanna use a modern engine that runs at 60 (like if you’re using Chocolate Doom like I usually do), then it’s great for that to avoid judder
is 70hz on the LCD noticeable? or waste of battery?
At 60Hz, each frame is shown for ~16ms, while at 70Hz each frame gets displayed for ~14ms.
2ms is not nothing… But it’s below the treshold for human perception. While LCD screens have a little bit of a blur as the time for each subpixel to transition is somewhat long, the change from 60Hz to 70Hz amounts to nothing but a placebo.
Not exactly true, depending on which sense and , humans can perceive differences down to amounts quite small, even tiny values like 5-10 microseconds for hearing frequencies are noticeable.
For input-visual response time, differences down 0.5-1 milliseconds can be perceived by those sensitive to it and/or trained for it, 2 milliseconds happens to be well above that, though on average 4-6 milliseconds would be an expected threshold without knowing what to expect.
When using gyro-to-mouse input, difference between 60 and 70hz is perceivable, though a small change and not immediately noticeable, often it would be to enough to throw off my inputs for timing-sensitive things should I forget about increasing refresh rate.
Motion inputs often have significantly higher sensitivity to response time variation, adding say, 2msec extra latency into a VR headset and you would be far likelier to end up feeling nauseous after/during use.
Depends. If you’re playing a FPS and can do higher than 60 fps as a minimum rate in the game, then running at 70 Hz could give you 10 extra fps.
For a visual novel, a waste.
I think the most notable change is being able to set a 35fps limit on 70hz refresh rate on games that you cannot quite sustain 40.
that is a pretty good feature I didn’t realize that
Also classic Doom! That always ran at 35FPS at 70Hz, so if you’re a purist who doesn’t wanna use a modern engine that runs at 60 (like if you’re using Chocolate Doom like I usually do), then it’s great for that to avoid judder