I play on 60FPS. Anything higher feels laggy. No point playing any higher because my monitor is 60Hz anyway, and I don't care too much about having perfect accuracy.
Riince wrote:
240
This post doesn't make sense.Full Tablet wrote:
If playing with 60fps (and using -8ms UO to compensate for the average lag): Some presses that were 9ms late might be registered as 17ms late, or some presses that were 9ms early might be registered as 17ms early (if not using UO for compensating for the average lag, early hits would be always 10ms or less early, but the amount of late hits would increase in a way where things are likely to be even worse). As a consequence, the player doesn't get 100% Rainbows.
Universal Offset shifts the alignment of the timing windows with respect to the music (doesn't change the moment the hitsounds/keysounds sound though, they sound as early as they can, with their delay either caused either by low fps or because of the way the game plays sounds). The case with Universal Offset was so both identical inputs (identical meaning each input is done at the same time in relation to the music) can be compared (in practice a player is likely to play differently if compensating changing the UO since the hitsounds would sound off compared to the music when hitting correctly according to the game; unless the player plays without hitsounds, in which case compensating by changing the UO would only make things better).[Bystander] wrote:
This post doesn't make sense.Full Tablet wrote:
If playing with 60fps (and using -8ms UO to compensate for the average lag): Some presses that were 9ms late might be registered as 17ms late, or some presses that were 9ms early might be registered as 17ms early (if not using UO for compensating for the average lag, early hits would be always 10ms or less early, but the amount of late hits would increase in a way where things are likely to be even worse). As a consequence, the player doesn't get 100% Rainbows.
Universal Offset has nothing to do with when your key presses are registered.
It determines the sound effect volume alignment with the song sounds.
Well, higher fps with standard 60hz refresh rate monitor will tear the cursor/notes. It's because the monitor can't refresh often enough to produce clear and smooth images of many fps. That's why I'm using 240 fps, it really helps me to read the notes better.[Bystander] wrote:
Riince wrote:
240
Played unlimited for a long time.
Tried 240 and felt like cursor was being displayed more consistently with less tearing.
I don't know much about refresh rate and fps, but if I am using 60hz monitor and 240 fps looks clear then I think the max fps for the image to be clear is about 4 times the refresh rate. So I think your max fps should be 4 X 144hz which is 576fps for the image to be clear.[Bystander] wrote:
I have a 144hz monitor.
Cursor still tears badly at unlimited fps (1000+)
If you get actual tearing, then it's because your monitor and the graphics are not in sync, simple as that. Without turning on vsync, you're gonna have to live with it. That's just something that happens when you run at framerates above your monitor refresh rate.[Bystander] wrote:
I have a 144hz monitor.
Cursor still tears badly at unlimited fps (1000+)
I'd recommend switching on Lightboost for mania mode for all people with such monitors, same for taiko[Bystander] wrote:
I have a 144hz monitor.
Cursor still tears badly at unlimited fps (1000+)
If I switch to 60fps limit I will have no blur too, but the input lags is killing me.Kert wrote:
I'd recommend switching on Lightboost for mania mode for all people with such monitors, same for taiko[Bystander] wrote:
I have a 144hz monitor.
Cursor still tears badly at unlimited fps (1000+)
It adds to input lag, but no blur is so cool