Philosofikal wrote:
Motion blur is entirely in the eye because you don't see in frames per second - your sight is a continuous, real time chemical reaction to the exposure to light. The less time an image is exposed to your eye, the less it persists in your vision. This is why CRTs have basically no "motion blur" relative to their FPS - they refresh in strobes, the actual image is only exposed to your eye for only a small amount of time (which is why they flicker and cause eye strain). It's like a prehistoric version of Lightboost/ULMB (Ultra Low Motion Blur).
When you have inadequate pixel response times, you get ghosting, an entirely different problem. You get the "ghost" of previous frames in the current frame because the pixels can't keep up with the color transition, and are continuously in the middle of transitioning by the time the next frame appears, causing trails of improperly transitioned colors to appear behind moving objects.
http://www.overclock.net/t/1430257/what ... r-monitors
TLDR; Inputs can be calculated multiple times between still frames and are not dependant on your monitor refresh rate. What you want to look at is your tablet / mouse polling rate where adding more frames becomes useless.
When talking about tablet or mouse input the comfortablity is not entirely dependant on perceivable refresh rate of your screen or amount of motion blur but input lag which is decided by your in-game FPS. There is difference between 120fps and 240fps input lag. I don't think input lag is highly noticeable after 240.
I haven't tried playing with 120hz monitor but difference between 60hz and 80hz is huge when looking at notes and such. If you have enough rhythm skill and you know exactly where your cursor is going to land refresh rate is not important factor as framerate.
At some point i tried playing with game capped at 30hz as an experiment. Though being very uncomfortable i couldn't see huge hit in my playing ability as i would with capped framerate of 60 (V-Sync) which was suprising.
Correct me if i'm wrong.