• @jordanlund
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    5214 days ago

    “Now wait for 1,000 Hz content and capable GPUs.”

    Forget the content and GPU, you need an input port capable of that.

    HDMI 2.1 and Display Port 1.4 cap out at, what? 240?

      • @[email protected]
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        14 days ago

        So you just need 3 4090’s with 1 displayport each to the monitor and a whole new version of sli.

        • @[email protected]
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          614 days ago

          … I actually wonder if the graphics cards could multiplex across multiple dp to a single display.

          • @[email protected]
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            814 days ago

            I vaguely remember that being a thing for early commercial 8k projectors, but I don’t know anything about the implementation.

            • @[email protected]
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              914 days ago

              Two ports at once have been used for Samsung’s 5120x1440 240hz monitors. Each port refreshes half of the screen and there are two scanlines going from left to right. Using the calc here you might be able to use two DP2.1 UHBR80 cables with DSC and nonstandard timings to run 4k 1000hz 10bit.

      • @[email protected]
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        213 days ago

        Isn’t 4k 360hz equivalent to 1080p 1440hz? I wouldn’t expect 1000hz at 4k any time soon but 1080p in competitive FPS is easy

        • @iopq
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          112 days ago

          Not really? Modern hardware gets almost 1000 fps in rocket league. You don’t need exactly 1000 to get a benefit, even getting 800 fps will give you a smoother experience

    • @[email protected]
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      613 days ago

      “Now wait for 1,000 Hz content and capable GPUs.”

      Now wait for humans who can see the difference

      • @SkyezOpen
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        -713 days ago

        90hz is enough to prevent motion sickness in vr. That’s a frame per 11ms and that’s basically the limit of human perception. 120 is allegedly even better, but beyond that there’s no point. Yeah we’re rehashing the 30 vs 60 fps debate again but this time for reals.

        • @Aux
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          113 days ago

          It’s not about the perception of an image, it’s about latency.

          • @SkyezOpen
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            013 days ago

            Latency between frames? Or latency to the screen? We have low latency monitors already.

            • @Aux
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              113 days ago

              Latency between your input and computer output. It might not be that noticeable on PCs with keyboards and mice, but my god latency is awful on touch screens! Even the fastest screens in mobile phones are slow AF. 1,000Hz is a must for touch screens.

              • @SkyezOpen
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                013 days ago

                Refresh rate isn’t inherently tied to response time. We already have 1ms response time monitors that aren’t 1000hz. It just takes that long for the monitor to display the signal it’s receiving.

                • @Aux
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                  112 days ago

                  It is though. 1ms response time for monitors is the time they need to switch pixel colour. But if it runs at 100Hz you are getting at least 10ms delay between your action and what the screen is showing. In practice it’s even larger.

    • @[email protected]
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      413 days ago

      I’m sure some people will demand it. But for 99.9% of the population you don’t need 1000Hz content. The main benefit is that whatever framerate your content is it will not have notable delay from the display refresh rate.

      For example if you are watching 60Hz video on a 100Hz monitor you will get bad frame pacing. But on a 1000Hz monitor even though it isn’t perfectly divisible. the 1/3ms delay isn’t perceptible.

      VRR can help a lot here, but can fall apart if you have different content at different frame rates. For example a notification pops up and a frame is rendered but then your game finishes its frame and needs to wait until the next refresh cycle. Ideally the compositor would have waited for the game frame before flushing the notification but it doesn’t really know how long the game will take to render the next frame.

      So really you just need your GPU to be able to composite at 1000Hz, you probably don’t need your game to render at 1000Hz. It isn’t really going to make much difference.

      Basically at this point faster refresh rates just improve frame pacing when multiple things are on screen. Much like VRR does for single sources.