Article View: comp.sys.ibm.pc.games.action
Article #694616Re: Lets talk about gamestreaming
From: Rin Stowleigh
Date: Thu, 29 Oct 2015 18:57
Date: Thu, 29 Oct 2015 18:57
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5322 bytes
On Thu, 29 Oct 2015 19:37:01 +0100, Werner Punz <we...@gmx.at> wrote: >Am 29.10.15 um 16:02 schrieb Rin Stowleigh: >> On Thu, 29 Oct 2015 08:51:33 +0100, Werner Punz <we...@gmx.at> wrote: > >> Here's a question, what if your PC is pushing 144fps in most games >> only because it's the upper limit of a Gsync monitor (in other words >> unless the game is locked at 60hz its always going to be more)? But, >> the refresh rate of the TV is 60hz (actually both my large TVs are >> plasma, so technically spec'd at 600hz for purposes of this question >> let's just say its could be higher or lower than the frame rate the PC >> is capable of). >> > >The 600MHz is pure marketing, they count the internal double or triple >buffering and motion compensation and inflate hz numbers. If you have a >good panel then you most likely will end up with 120Hz max most tvs only >have 60Hz max. But even then you cannot really pump 120Hz over HDMI at >the moment. Actually with plasma TVs, the 600hz isn't really just marketing inflation, it means 10 subfields per frame (the frame is repeated 10 times), so one could say it does in fact refer to the "refresh rate" it's just that it does not corelate 1-to-1 to frames per second, and it's not possible to directly compare plasma to LCD (which is prone to the marketing hocus pocus you described). So agreed it's not quite what it sounds but it's not a scam either. I think the single-frame refresh rate of my TV is 96hz, but because plasma is so much faster than LCD its actually not that relevant. I was asking mostly as it would relate to the average LCD TV, especially since I don't think there are many plasmas being sold these days. >> This was always my problem with LCD monitors prior to GSync/Freesync. >> Unless the game is always running at a fps that matches the refresh >> rate of the monitor, there was always going to be some tearing or >> stuttering, and because 60hz felt too slow for fast FPS games (I know >> these are not what most game streaming enthusiasts play), the only >> time this worked out well was when the game was playable at 60hz (for >> example Rainbow Six series which is usually slower-moving and doesn't >> require lots of fluid motion), and simultaneously lockable at that >> rate (sometimes via config files, sometimes via the UI). >> >No tearing, it behaves like if you turn on vsync in a game. The >rendering is done basically on the host side and a pure h264 video is >pumped to the client. As for stuttering YMMV I dont have any problems >with this for the slower paced games I play. Stuttering definitely can >be encountered if you are lower than 60Hz if you have vsync on in a game >it probably will lock the game to 60Hz max but only if it can render the >game that fast. I definitely cannot see stuttering unless the game >cannot pump out at least 60Hz, but I dont get more than 60Hz. This leads to part of my question though -- assume the PC will push way more than 60hz in every case. What would happen? Seems like it would have to be tearing or other anomalies unless Steam or the streaming mechanism on the host somehow limits the framerate of the game to 60 (which would probably be fine for most TVs in most games but isn't going to satisfy a good portion of fps / fast motion game players).
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