News ASRock preps a superfast monitor for competitive gamers — PG27FFX2A boasts a 27-inch, 1080p display with a 520 Hz refresh rate

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I am a firm believer that the human eye can see the difference between 60Hz and 120Hz. That said, I don't think the human eye can see the difference between 240Hz and 520Hz.
 
I am a firm believer that the human eye can see the difference between 60Hz and 120Hz. That said, I don't think the human eye can see the difference between 240Hz and 520Hz.
I think a it mostly has to do with motion fidelity, IMO. With eye-tracking + accurate motion blur, we could probably get by with lower framerates.

In this case, I think the main point of 240 vs. 520 Hz is probably more about latency than visual fidelity. Sure, it's only about 2 ms you're shaving off, but if you're a competitive gamer facing off against others with similar reaction times, maybe a 2 ms is enough to confer a meaningful advantage?
 
I think a it mostly has to do with motion fidelity, IMO. With eye-tracking + accurate motion blur, we could probably get by with lower framerates.

In this case, I think the main point of 240 vs. 520 Hz is probably more about latency than visual fidelity. Sure, it's only about 2 ms you're shaving off, but if you're a competitive gamer facing off against others with similar reaction times, maybe a 2 ms is enough to confer a meaningful advantage?
...In track and field sprints, the sport's governing body, the IAAF, has a rule that if the athlete moves within 0.1 seconds after the gun has fired the athlete has false-started.[4] This figure is based on tests that show the human brain cannot hear and process the information from the start sound in under 0.10 seconds,[5]
From Wikipedia. Add times to send signals from eyes to brain and after brain reacting signal from brain to muscles of the fingers.
 
From Wikipedia. Add times to send signals from eyes to brain and after brain reacting signal from brain to muscles of the fingers.
Yes, but still what bit_user said. In an example of 2ms, that is constantly 2ms earlier, one has the signal from the outside to the eye.

In particular, the issue is about precision or accuracy. When a target is only something like 20x10 pixels, and moving, then one wants to actually see where the target is at right now, instead of with a delay (with which the shown position may be off by some pixels, in comparison to the real position). And even only 2ms can mean a noticeable difference in pixels - depending on the game, e.g. taking a peek may be a movement at a speed of "10,000 pixels per second", and 2ms would simplified mean 20 pixels difference. There still are some other factors of course, for which one needs to compensate.
 
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From Wikipedia. Add times to send signals from eyes to brain and after brain reacting signal from brain to muscles of the fingers.
Let's say all e-sports competitors have a reaction time around 100 ms. That's the amount of time between when photons hit their eyeballs and when they can twitch an arm or finger muscle to act on it. Next, let's say each frame takes about 4 ms to render and up to another 4 ms to get displayed (due to 240 Hz refresh rate). That's an end-to-end latency of 108 ms.

Now, if one competitor is able to shave more than 2 ms off of that end-to-end latency and react within 106 ms, maybe that's enough to gain a slight advantage. At the highest levels of competition, sometimes a slight advantage can make the difference between winning and losing. Not for the average gamer, but competitors at the elite tier are all pushing the limits of human capability and I'm sure will take any advantage they can get.
 
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