LWN
.net
News from the source
●Content
●Weekly Edition
●Archives
●Search
●Kernel
●Security
●Events calendar
●Unread comments
Posted Jan 30, 2026 13:48 UTC (Fri) by paulj (subscriber, #341) [Link] (5 responses)
Posted Jan 30, 2026 14:00 UTC (Fri)
by daenzer (subscriber, #7050)
[Link] (2 responses)
Another way to attack the same problem is "Black Frame Insertion", i.e. displaying solid black instead of the actual contents for some time between frames. There has been some interesting development in this area lately, which allows for much better motion clarity even at double-digit frame rates.
Posted Jan 30, 2026 14:18 UTC (Fri)
by paulj (subscriber, #341)
[Link] (1 responses)
Interesting, learn something new every day. Tangents on LWN can be useful sometimes. ;)
Posted Jan 30, 2026 14:33 UTC (Fri)
by daenzer (subscriber, #7050)
[Link]
Pretty much the opposite. :) CRT pixels only glow for a short time, most of the time they're black[0]. Conversely, LCDs are on most of the time. Since our eyes automatically follow moving objects, we perceive LCD pixels smeared along the direction of motion.
https://testufo.com/ nicely demonstrates this effect. On a 240 Hz monitor, I see a big difference between the 60 Hz and 120 Hz lines, and a smaller but still noticeable difference between the latter and the 240 Hz line.
[0]: See https://www.youtube.com/watch?v=3BJU2drrtCM for how this looks in ultra slow motion.
Posted Jan 30, 2026 14:10 UTC (Fri)
by farnz (subscriber, #17727)
[Link]
There's two fundamental frequencies of interest in human vision:
Below the flicker fusion threshold, you're relying on humans being willing to suspend disbelief - they can see that the change is slow, but they might be willing to accept that it's "real" to join in.
Between the two frequencies, the human brain sees frames as in smooth motion as long as you don't hit temporal aliasing effects. The higher the frequency, the less likely you are to hit a temporal aliasing effect - since they occur at harmonics of the refresh rate.
Above the higher frequency, there's no risk of hitting a temporal aliasing effect. The human vision system can no longer react fast enough to change to detect that it's not a moving picture, but instead a sequence of static frames.
This leads to the use case for high refresh rates: it's to allow for faster motion without the human being able to detect that it's "not smooth". How they experience this varies - it might be that they experience it as latency between input and reaction, or that increasing the refresh rate increases their ability to notice "oddities" (since the brain is no longer dismissing things as the effect of flicker fusion), or as something else.
And somewhere (I wish I could find it again), there's a lovely paper from the US military, showing that carrier-deployed pilots are capable of identifying military aircraft that they only see for 1 millisecond - not just "allied" or "hostile", but MiG-15 versus MiG-17, Polish versus USSR markings, under-wing missiles mounted/not present etc. The paper itself is interesting because it's mostly not about the capabilities of the pilots - rather, it's several pages about all the tricks they had to pull to be completely confident that the pilots were not getting to see the plane in their field of view for more than 1 ms when it was "flashed" onto a sky-blue background.
Now, very few people can do that sort of rapid identification trick - I suspect the pilots only could because it was literally life-and-death for them if their training didn't let them identify a potential hostile that quickly - but we've all got roughly the same hardware, and I wouldn't be surprised if in gaming, time-based data visualizations and similar fields, there's a real effect to having a higher refresh rate.
Along, of course, with a bunch of people buying HFR monitors because "number goes up", even though they don't gain from it.
Posted Jan 30, 2026 15:08 UTC (Fri)
by excors (subscriber, #95769)
[Link]
There are clear benefits going 60->120Hz. Motion is noticeably smoother, even when simply dragging a window around your desktop. Or in an FPS game when you rotate the camera quickly, the scene might jump by hundreds of pixels per frame, and doubling the framerate will significantly reduce that jerkiness (without the downsides of simulated motion blur). Input latency is reduced by ~8ms, which isn't much but will sometimes be the difference between you or your enemy shooting first. You can run vsynced at new framerates (e.g. 40fps) without the downsides of VRR.
120->240Hz has all the same benefits, just with diminishing returns. Recent NVIDIA GPUs can interpolate between rendered frames to increase framerate by 4x, so you get 240fps basically for free (albeit losing the latency benefit). And you can buy very cheap 240Hz monitors, so why not. Then 240->480Hz is similar reasoning: even more diminished returns, and much greater costs, but the costs will come down over time, and if you can afford it then you might as well take those minor returns.
Latency and throughput tasks in heterogenous systems
Latency and throughput tasks in heterogenous systems
Latency and throughput tasks in heterogenous systems
NB: this is going from memory - it'll take me weeks to find the notes I made 25 years ago that covered this.
Latency and throughput tasks in heterogenous systems
Latency and throughput tasks in heterogenous systems
Copyright © 2026, Eklektix, Inc.
Comments and public postings are copyrighted by their creators.
Linux is a registered trademark of Linus Torvalds