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Most serious FPS gamers swear by screens that have a higher update rate than 60hz.

In the past this was achieved by setting your CRT to a low resolution and upping the refresh rate. More recently you can get TN LCD panels that offer 120 or 144hz update rates.

Moving the mouse in small quick circles on a 144hz screen compared to a 60hz screen is a very different experience. On a 60hz screen you can see distinct points in the circle where the cursor gets drawn. With 144hz you can still see the same effect if you go fast enough, but it is way smoother.

This makes a huge difference for being able to perceive fast paced movements in twitch style games and is the reason there has been a shift to these monitors across every competitive shooter.

My thoughts on this is that this behavior is similar to signal sampling theorems. Specifically the Nyquist theorem talks about how you have to sample at at least 2x the max frequency of a signal to accurately represent the frequency. For signal generation this means that you have to generate a signal at at least twice the rate of the max frequency you want to display. If you want to accurately reconstruct the shape of that signal you need 10x the max frequency (for example two samples in one period of a sine wave makes it look like a sawtooth wave, ten samples makes it look like a sine wave).

So, if you're moving your mouse cursor quickly on a screen or playing a game with fast paced model movement even if your eyes can only really sample at something like 50-100hz the ideal monitor frequency might be 1000hz. There's a lot of complexity throughout the system before we can get anything close to this (game engines being able to run at that high of a framerate, video interfaces with enough bandwidth to drive that high of a framerate, monitor technology being able to switch the crystals that fast, etc.).

Yes, 48fps movies typically look less cinematic, but I think this is a flaw in movie making technology and not of the framerate. The fight scenes in the hobbit sometimes look fake because you can start to tell how they aren't actually beating up the other person. This detail is lost at 24fps and is why they have been able to use these techniques.



2 samples of a sine wave does not result in a sawtooth wave being reproduced by the DAC. A perfect sawtooth wave actually contains infinitely high frequency content and thus can't be perfectly represented digitally.

Check out this video http://xiph.org/video/vid2.shtml which was recently posted here. Also the wikipedia page on sawtooth waves has an animation showing additive synthesis of a sawtooth wave: http://en.wikipedia.org/wiki/Sawtooth_wave


I just upgraded to a 144hz monitor and a 290 this Christmas, to celebrate them working on Mesa. And yeah, they work pretty flawlessly, even in my now 3 monitor setup.

And Quake. Holy shit. Playing that game at 144hz makes it feel incredibly real, even if its blocky and pixilated, the movements are incredibly organic and the camera turning feels like a head turning rather than spinning around on Google Maps.


Wait a second.. can you explain the 10x the max frequency part to accurately reconstruct the shape of the signal?

It's my understanding that you just need 2x (two points in a sine wave) to construct a unique wave. If you're getting a sawtooth, it means that you're sampling a wave that is composed of very high frequencies, and you're accurately sampling it, so a DAC can reconstruct it uniquely.


There's some discussion of it at the beginning of this article: http://www.ni.com/white-paper/10669/en/


What that whitepaper is saying is that "if you only sample 2xMaxFreq and then connect the dots with straight lines it doesn't really look like a sine wave so buy 5x as much instrument from us". That's a total cheat as that sawtooth graph they show is only possible if you allow higher frequencies. If the signal is bandwidth limited at the frequency of the sinewave the points you sample at 2xFreq only have one possible solution for the graph (the sinewave again). There are some great videos about this recently by xiph's monty:

https://www.xiph.org/video/

So if you sample 2xMaxFreq you have samples that describe the full signal and can reconstruct it exactly. So if our eyes really are 100Hz we can't see anything above 50Hz. That seems to align well with the ~50/60Hz threshold for flicker free viewing. Apparently higher framerates are only useful for when we have fast movement across the field of view which would be the case for FPS:

https://en.wikipedia.org/wiki/Flicker_fusion_threshold#Visua...


I just finished going through a Fourier Transform course. The technical answer is that you don't interpolate the samples with lines, but with the sinc function. The sinc function is sinusoidal and so it more naturally approximates waves. In this case 2xMaxFreq is enough to reproduce it exactly. Using linear interpolation in the whitepaper is a blatant lie.

>So if our eyes really are 100Hz we can't see anything above 50Hz.

I'm not sure this follows as we're not perceiving waveforms when light hits our eyes, but we're perceiving intensity of energy hitting our receptors.


This paper has a lot of false information in it. The sawtooth wave example is just not correct. There is exactly one band-limited (i.e. no frequencies greater than half the sampling frequency) waveform that corresponds to a set of samples. In the case of a sine wave sampled at twice the frequency, that solution is the exact sine wave that was produced. The video I linked to above has a demonstration of this signal reconstruction, using an analog oscilliscope to show that sine waves are reconstructed perfectly when sampled at only 2x the fundamental frequency.


Ah ok, so here I think is the slight confusion.

If you make the constraint/assumption that during reconstruction that you rebuilding a time domain signal composed of series of sinusoidals, then you're in the clear at just 2x sampling. For example, in Figure 2 in the article, it states that 2x sampling only provides frequency information, and not amplitude and shape. This is true if we assume that we're trying to directly reconstruct -any- periodic signal. Then if we sample at only 2x of the signals fundemental frequency, we are in fact stuck.

This can cause certainly cause confusion. So I think the usual way (I just dinker with DSP for funsies and a little bit at work, so I might have got it mangled) to deal with this confusion is to remember that sawtooth and square (and whatever) signals are chocked full of high harmonics that also must be sampled at or beyond the nyquist limit for you to be able to construct it.




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