Anything above ~85Hz looks the same to me.
With CRTs it's a different story, because the higher scan rates improve brightness in addition to fluidity, but for an LCD display, 120Hz is actually overkill.
Printable View
Anything above ~85Hz looks the same to me.
With CRTs it's a different story, because the higher scan rates improve brightness in addition to fluidity, but for an LCD display, 120Hz is actually overkill.
CRTs at less than 70Hz look like strobe lights to me. I can literally see them blinking as they refresh and it fucks my world up.
Try playing PAL games on a CRT. It's torture.
Have you ever watched Linus Tech Tips? He does an experiment using 60 hz vs 120 Hz and he was able to pick which was which every time.
http://www.youtube.com/watch?v=a2IF9ZPwgDM
That's not surprising.
I can tell the difference between 60Hz and 85Hz quite easily.
I cannot tell the difference between 85Hz and 120Hz.
Yeah 60hz and 120 is a pretty dramatic difference. The idea that 60hz is the most you can see is utterly untrue. I don't know what the upper threshold I can discern is, though, because I've never had a monitor with a variable refresh rate that could go past 90.
Rock, Paper, Shotgun's take on the Occulus Rift, complete with videos of a couple of games you might have heard of:
I don't think those mods will work very well, alas, because they don't account for the fisheye distortion of the Rift's lenses.
Last I checked, the official Rift drivers will account for the warping effect. The headset isn't out yet and isn't scheduled to be out for a very long time, so I'm feeling pretty good about the games being adapted properly in the meantime.
James
I feel like the warping effect will be one of the easier things to implement. The big problem will be world scale and player height.