Three terms need to be clarified:
refresh rate, frame rate (fps), vertical sync
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Before going into these, a little background on video buffering:
- the RAM on your graphics card (video-RAM or v-RAM for short) serves as a
high-speed buffer. (DoH!!)
- FRAME BUFFER means a screen-sized buffer (ie. memory allocated for every
pixel on your screen) where the video card can render images to be
displayed on screen.
Front buffer is the one that you see, and
back buffers are used for rendering the image while front buffer is
being drawn on screen, thereby saving time.
- DOUBLE BUFFERING involves creating a front buffer and a back buffer in the
v-RAM.
- TRIPLE BUFFERING involves creating 1 front buffer and 2 back buffers in the
v-RAM; this provides smoother playback at the cost of additional v-RAM.
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1)
REFRESH RATE
It is the FIXED number of times per second (Hz) your monitor draws a picture(frame) on your screen.
Dependent on - (a) Monitor
(b) Video card's bandwidth
Independent of - (a) Game engine/Application
(b) Video settings within the game/application
Refresh rates lesser the 70Hz often causes eye-strain due to flickering; however this is dependent on the individual viewing the screen.
Typically, refresh rates of 85Hz or above are preferred.
2)
FRAME RATE
It refers to the number of frames a game engine generates per second.
Dependent on - (a) Game/Application
(b) Hardware such as Proccy,GPU,etc.
(c) Video settings in the game/application
Independent of - Monitor
3)
VERTICAL SYNC
Monitors use an electron gun (EG) to "draw" horizontal lines of pixels (called
scan lines) from left to right. After finishing one such line, the EG is repositioned from the rightmost end of one line to the leftmost end of the next, lower line. When it reaches the rightmost pixel in the last line of the screen, the current frame is complete, and the EG is repostitioned to the top-left of the screen.
This is called
vertical retrace, and takes some time (we'r still talking millisecond range here) to complete.
In this duration, the back buffer is switched with the front buffer, and the new back buffer is rendered, while the front buffer is "drawn".
This is called "Vertical Sync".
In the alternative approach without VSync, the graphics card just draws frames as fast as possible, swapping front/back buffers ASAP.
The famous "tearing" seen with VSync off is a result of the front frame buffer getting updated while it is being draw.
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As the monitor is what displays the frames, the frame rate always plays second-fiddle to the refresh rate.
so, IMHO Switch is correct: actual FPS u see is lesser than, or equal to, your refresh rate.
So what happens in games like Q3 where frames reach 400 every second?
AFAIK, extra frames are "melded" together - the top half of one and the bottom half of the next frame, r something like that.
What is certain, is that the higher the frame rate is, the better is the game's visual quality.
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Refresh Rates as pertaining to LCDs:
LCD technology differs at a fundamental level from CRT technology.
While pixels on CRTs need to be continuously refreshed to maintain a constant picture, LCD pixels need only to be set initially - they will retain their state (and hence the overall picture) until the pixels are changed.
Effectively, an LCD will maintain a constant picture display with a 0 Hz refresh rate.
The maximum number of different frames an LCD can display per second - it's refresh rate - depends on how quickly the LCD display can change the value of it's pixels, thereby displaying a new frame. This is refered to as the response time.
Everyone knows that the lower the response time of an LCD, the better it is for gaming/movies/other apps involving a display of motion. The standard explanation is that lower response times eliminate "ghosting" - pixels which are unable to change quick enough to match the front buffer contents.
What a lot of people don't realise, is that response time is inversly proportional to refresh rate. A low response time increases the number of frames which can be displayed.
Converting response time into refresh rate involves taking the inverse of the reponse time.
A simple calculation yields the following results:
16 ms >> 62.50 Hz
12 ms >> 83.33 Hz
10 ms >> 100.0 Hz
8 ms >> 125.00 Hz
6 ms >> 166.67 Hz
4 ms >> 250.00 Hz
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Dependent on - (a) LCD display response time
(b) Video card
Independent of - (a) Game engine/Application
(b) Video settings within the game/application
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