If you practiced reading comprehension, that was on a 1650. Now, with upgraded components, I just run it to vsync cap of 144 or 165. If I take the cap off, it will usually be around 200fps. On the 1650, it doesn’t matter that it was locked to 80 or not. It NEVER went below that and if I took off the cap, it would run in the 120-150 range.
But keep gasping for straws…
Or you’re just over reacting because you’re embarrassed about being wrong and being unable to cope with cognitive dissonance… Stop watching clickbait youtube videos made by people that have no actual clue what they are talking about…
No, the highest I’ll use is 144/165 because there’s no point beyond that and you’re wasting your money. Buuuuutttttttt… Since you want to bring it up… Let me tell you a cautionary tale of idiots that waste money chasing ultra high FPS…
I’ve talked about this some, a long time ago, but I’ve actually performed multiple controlled A/B tests on gamers to see what the cutoff point was in their ability to perceive frame rates. Talking even LEM-GE CS:GO players… Last I remember keeping count, it was a sample size of around 50. Spoiler alert: Beyond a stable locked 120 or so FPS, they could no longer discern any difference(50% accuracy meaning they were coin-toss guessing).
It was a controlled test that didn’t allow them to use any overlay statistics, monitor OSD stats, keyboard displays, etc etc(people that did it remotely would stream a feed of their screens). Basically, no cheating. If they weren’t in person, where I had a setup going, we’d first verify their monitor settings to make sure they could use higher refresh rates (at the time, 165 was about as high as people commonly had). The game was a basic template style UE4 FPS that was verified to run at no less than a certain cap on, even fairly weak hardware (would run in the 200+ range i3s and 1050s even). This frame rate max had to be able to hold stable while looking at a specific spot with some complex shaders and CPU math going on(a mini benchmark), to verify that even under worst case scenario frame drops, it wouldn’t go below a threshold, potentially contaminating the results.
The test used the most common FPS points like 30/60/90/120/144/165. The game would pick an FPS to lock to and then they’d be given 30 seconds to do whatever. Jump around, shoot stuff, blow stuff up, watch basic AI NPCs run around at varying speeds, etc.
After that, it would prompt them with two options of what FPS they thought they were getting. It would start off fairly easy like 30 vs 120, but as time went on, it would be 100 vs 144 and so on. Usually, right around the 100 to 120 mark, they would start answering correctly 50% (+/- 5%) of the time. The whole test would take about 30 minutes, so it was more than enough samples per person to obtain a fairly confident result.
Moral of the story: Stop falling for placebo, you’re lying to yourself. Without an FPS monitor running, you’d likely have no clue what you were actually at beyond 100fps (assuming no hard stuttering where it chokes for multiple frames in a row). But I’m sure you can definitely taste the difference between 10,000 dollar and 100 dollar wine. Surely the one with the bigger number is better and you can tell the difference…