Relation between FPS and Refresh rate?

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Mohit

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What is the relation between the FPS and Refresh rate?

Is it true that technically we do not get more FPS than our monitor's Refresh rate?

And does capping your fps to your max refresh rate help in aiming better in games like CSS and TF2?
 
Mohit said:
What is the relation between the FPS and Refresh rate?

Is it true that technically we do not get more FPS than our monitor's Refresh rate?

And does capping your fps to your max refresh rate help in aiming better in games like CSS and TF2?

Hi, dont know whether capping fps to max refresh rate helps in aiming or not, but you need to enable vsync to cap your max fps to the refresh rate of the monitor.
 
Refresh rate, FPS and response time are very closely linked for LCD monitors.

Refresh rate of most LCD monitors = 60 Hz.

This means that the screen is refreshed 60 times every second or once every 16.67 ms. Now you can have a 2 ms response time or whatever, your monitor will only update the image after 16.67 ms. Similarly, you can have a gazillion fps, your monitor will only display 60 frames every second.

Suppose you are currently getting a 100 fps and the monitor is refreshing 60 times a second. There will be a few times when the monitor refreshes and you will see half the screen with the first frame and the other half with the second frame, resulting in a jagged image. The advantage of enabling V-sync is that fps is capped at refresh rate, preventing this tearing of the image on the screen.
 
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This is an excellent post on the Hardocp forums about how Vsync works (and the relationship between fps and refresh rate): Link

It's a big read, but very informative.
 
thebanik said:
Hi, dont know whether capping fps to max refresh rate helps in aiming or not, but you need to enable vsync to cap your max fps to the refresh rate of the monitor.

I am aware of Vsync. But I talked to some pro TF2 players and they said Vsync messes their aim. They cap their FPS using "fps_max" command in the console. Ideally they keep it equal or 1 less than their monitor's refresh rate.

I just wanted to know if this helps in aiming better in any way actually.

@Others

Thanks for those links. They show that technically we do not get more FPS than our monitor's refresh rate and if the fps is more than the rr then "tearing" takes place.

I think its this "tearing" that can screw up the aim at times. Do not know for sure. Still doing some research on it.
 
Wolfff said:
Refresh rate, FPS and response time are very closely linked for LCD monitors.

Refresh rate of most LCD monitors = 60 Hz.
lcd's do not have a fixed refresh rate, they have response time for colour change . CRT's have fixed refresh rate .
 
Its simple logic...

Refresh rate @ n resolution = Maximum FPS displayed @ n resolution by the monitor

Say your screen can only show 60FPS(as is 60 Hz) but you card can render 100 FPS... The end result would be 60FPS on your screen(with some image tearing of course)

Also they say anything above 30FPS is not noticable by human eye ;)

All the videos you see are either or below 30FPS
 
Assuming your framerate never ever dips below your refreshrate, v-sync makes sure your display and game aren't ever out of sync resulting in a much smoother feel when moving the mouse around.

This synchronizing might induce some slight mouse lag and hence whether or not your aim will improve is very subjective.
To remove the mouse lag, triple-buffering needs to be enabled. It can be forced via the display drivers for OGL games but D3D games need to inherently implement it.

You can however force triple-buffering in D3D games with RivaTuner.
Keep in mind that there have been reports of VAC sometimes detecting the RivaTuner hook as a cheat, so use it at your own risk in TF2, CSS, etc.
 
For now, I have capped my FPS to 74 which is 1 below my LCD's rr of 75. Let me try and see how it feels. Will report back later.
 
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