Why do people say that low refresh rate isn't good for fighting games?

Solution
Now you made him confused, where's the facepalm smiley. You had it right, it's refresh rate. The rate at which the buffer refreshes.

It depends on the game as far as the fps lock goes. But that issue aside, more fps is less input lag and you'd see the action ms before others with lower fps. When you go above 60 fps on a 60hz, you lose the benefit of seeing the action earlier since you can't see the extra fps but input lag would still be less.
I game on a 60FPS monitor though there are times in fast paced games I wish my screen could display more than 60FPS.
Though perhaps they are saying the video card isn't powerful enough to provide a steady 60FPS?
 
I suppose you could use the term refresh rate when describing frames per second if you are not a regular visitor to this site. Refresh rate on monitors is the delay between buffer refreshes on the monitor, typically measured in milli seconds. FPS is how many completed frames get delivered to the display from the buffer. You always want a low refresh rate (static # from monitor) and you always want high FPS (beefy GPU+CPU combo) in pretty much any game being played.

Hope that helps a little bit.
 
Refresh rate refers to HZ - Higher the Better (60hz, 120hz, 144hz common ratings

Response Rate refers to Pixel transition which is measured in ms - Lower the better. (1ms 2ms 5ms common ratings)
 


Thanks... had my terms off a little bit even if my direction was clear.
 
Because brawlers / fighting games are all based on combos, which are based on animation links. These animations are all based on frames. You can google '<insert fighting game of choice> frame data' to get the main idea. Mortal kombat X actually displays some of these in the moves list menus if I recall correctly.

Now it makes perfect sense why people would have this ill misconception that having a 144hz monitor would give them some kind of edge over 60hz players, in reality all fighting games are capped at 60hz to function properly. Even if you were to somehow unlock the Vsync and not break the game completely the intermitent frames are simply missing from the moves animations, as the game uses a completeley different rendering approach than regular 3d engines. (this is a much longer discussion)

on the opposite side playing it on a 30hz device or with graphic settings that dont cap the game at 60hz obviously puts you at a disadvantage as you are missing these frames from the animations which are essential for combo linking.
 
Apologize for being not clear, yes I meant response rate, so response rate is the thing that matters. And what I understood from what Ael00 said, that it wouldn't matter if I had vsync off?
 
If the game is hard coded/locked for 60 FPS by the developers and you disable V-Sync in your GPU driver, your monitor or recording software could still show/report 200-300 FPS but the game is still only delivering 60 FPS by design. ael00 is saying those "bonus" frames are being dropped or dismissed due to the games 60 FPS hard limit in order to prevent such an advantage from occurring. In other words, any perceived advantage of a higher refresh monitor has already been designed out of the game by the developers by locking the game to 60 FPS.
 
Now you made him confused, where's the facepalm smiley. You had it right, it's refresh rate. The rate at which the buffer refreshes.

It depends on the game as far as the fps lock goes. But that issue aside, more fps is less input lag and you'd see the action ms before others with lower fps. When you go above 60 fps on a 60hz, you lose the benefit of seeing the action earlier since you can't see the extra fps but input lag would still be less.
 
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