

A 500hz monitor will set you back at least $800, plus you’d need to consistently get 500fps in order for it to even matter, which even with the best hardware available is still a huge ask. A 144hz monitor can get 144fps, unless you have a cable that doesn’t support that transfer rate (older hdmi only supported up to 60hz). To expand on this a bit, your monitor’s refresh rate plays a role in your max frame rate, as well as your data transfer cable. I'm not going to be one of those "you can only see 30fps" people but there are definitely biological and physical limitations you're going to run into at some point. Obviously you can quickly get into microsecond intervals by halving which would be an impossibly small amount of time to notice. I think it's also very much unclear whether or not humans can really perceive a difference at the really high refresh rates, and if they can if that translates into a meaningful difference in reaction time.
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If you're a pro playing on a tournament LAN obviously that's a different case. If you have 100ms ping to the game server and 2ms refresh interval, the person with 65ms ping and 33ms refresh interval still has a potential advantage. I think it's easier to get an idea of the difference if you convert to milliseconds per frame:Īnother thing to consider is, well, other things. This has alllll been patched out of the game for years and it's just a historical curiosity, of course. The "bad" fps values were 143 and 167, where it would take 6 or 7 ms to render a frame and you'd always get your velocity rounded down. And 3 ms per frame is even more powerful, because the rounding happens 2.67 times as often. Which always results in a vertical velocity that ends in. However, if it always takes 8 ms to render a frame, which is the case with a locked 125 fps, you always lose 6.4 units of vertical velocity per frame. Now, if you had a randomly fluctuating frame rate, these rounding errors would basically cancel out and you would get physics that mostly resembles reality.
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4999 units per second extra velocity for free on the next frame. So if you had a vertical velocity vector that ended in. The trick was, Quake used to round your velocity vector components to integers each frame before rendering and starting the next frame, because dial up internet was slow and integers are smaller than floating point numbers. The game itself doesn't run any better, but it lets you jump higher. Pick, Assemble and Install: Video Guide.No intentionally harmful, misleading or joke advice.No excessive posting (more than one submission in 24 hours).No selling, trading or requests for valuation.No self-promotion, advertising, begging, or surveys.No submissions about memes, jokes, meta, or hypothetical / dream builds.No titles that are all-caps, clickbait, PSAs, pro-tips or contain emoji.No submissions about retailer or customer service experiences.No submissions about sales, deals or unauthorized giveaways.No submissions about hardware news, rumors, or reviews.Please keep in mind that we are here to help you build a computer, not to build it for you. Transparent Purple was added at the bottom of The Trueno's Special 1 column.Submit Build Help/Ready post Submit Troubleshooting post Submit other post New Here? BuildAPC Beginner's Guide Live Chat on Discord Daily Simple Questions threads All builds built under the previous set should still load fine, since none of the important colors were removed.Ģ. Trueno's special 2 column was added, along with various colorsĤ. Basically the ported one is good, but it's not as good as this one.Īlso, a very special thanks to Iban for uploading the old one so that everyone could use it after the crash! If you like the older version, keep using it and tell me why you like it more than this updated version! I would like your feedback so that i can make a new one.ģ. The most popular and enduring color set ever made.Īs mentioned in the File Summary, this is the colorSet i created before i fell of the face of the earth for the summer.
