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uhm.. that video seems a bit too optimistic there

if the games logic (handled by the CPU) is running at 30Hz that means all user input is tied to this cycle, however the user might benefit from enhanced clarity by 60Hz output, especially when motion blur is greatly reduced as a consequence, making him feel more aware of the situation hes in

TallSilhouette said:
You mean interpolation? Not exactly a new concept.

well, I hope it's not interpolation, as that technique calculates an inbetween from already completed frames - withholding completed frames leads to additional input lag, which usually means added frustration "why did my character not move when I pressed?"