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With this in mind, I've read anecdotes that say you should have a monitor that ideally has double the refresh rate as the FPS of the game you're playing. The thought being, I suppose, that as the monitor is refreshing more frequently, it will more likely catch a frame.
I can't find where I read/watched this, but if anyone has any input or tests to this 3ffect I'd be interested to see it again.
That's the Nyquist-Shannon theorem applied to framerates. You need a sampling rate at least twice the highest frequency of the Fourier transform of a signal to reproduce it without aliasing. For frames, that aliasing shows up as tearing or stuttering, it's temporal aliasing not spatial aliasing that the various AA settings combat.
That’s technically true and also the reason why a 60FPS locked game can indeed look smoother on a 120Hz display compared to 60Hz. Because 60FPS don’t always hold a steady 16.67ms between each frame so it could happen that on a 60Hz display you’ll see a frame twice and skip another one instead.
Nowadays you ideally have a monitor which supports variable refresh rate so this becomes a non issue because every single frame now gets his own refresh.
This is kinda true. In my opinion there is no point in locking the fps to 60 when you could also be getting 90 fps on a 120hz screen. Might as well use those frames as long as they come in regular intervals.
The lower the fps / hz the bigger the intervals between frames and refreshes and the more noticeable the stuttering and lag. If you exceed consistent 60 fps it should all feel roughly the same. There is no need to get an expensive 240hz screen to game at 100 - 120fps. 120hz or 144hz is enough for that. (As always depending on what you do with it, a professional CS player might need the higher Hertz)