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Polling Rate 125Hz vs 1000hz @ 144hz Monitor @ 144 FPS

21K views 7 replies 7 participants last post by  EastCoast  
#1 ·
Just wondering if anyone notice any difference in game between 125Hz vs 1000Hz in the games you play @ 144Hz @ 144fps?

From what I understood, correct me if I'm wrong, a 1000hz polling rate is only achieved maintaining a certain level of consistent movement. In which the polling rate decreases the slower you move the mouse. If true, in FPS games this mouse movement may not reach 1000Hz polling rate.
Or may reach it infrequently. So I have to ask is 125hz good enough all along if that's the polling rate you can normally saturate more often in games?

Personally, in FPS games I don't notice the difference between 8 ms delay (125hz) and 1 ms (1000Hz). I don't get any impression that someone out gun'd me, etc.

However, I did notice that lowering the polling rate on to 125hz allowed my keyboard to be noticeable faster with wasd movements. I didn't know that a 1000hz polling rate on the mouse had an effect on your keyboard????

I understand that at 144hz/144fps at 125hz polling rate I'm suppose to notice choppy movement do to missed frames but I'm not seeing/experiencing that. I also tried vsync and although smooth gameplay I found no need to use it other then for tearing which I didn't notice.

I still need to test with the freesync with the monitor though.
 
#2 ·
Just wondering if anyone notice any difference in game between 125Hz vs 1000Hz in the games you play @ 144Hz @ 144fps?
Back when I was on bloated and un-optimized w10 I honestly couldn't tell the difference. But now that I have my bios cleaned up, have a w7 with proper optimizations applied the difference between 500hz and 1k hz is night and day. Its very easily perceivable. If you cannot notice the difference you most likely have a latency bottleneck somewhere else in ur pc.
Yes. Difference between even 500hz vs 1k hz is night and day.


1000hz polling rate is only achieved maintaining a certain level of consistent movement.In which the polling rate decreases the slower you move the mouse. If true, in FPS games this mouse movement may not reach 1000Hz polling rate.
True, but it doesn't take super high speed movement as u might be thinking.
https://zowie.benq.com/en/support/mouse-rate-checker.html <- This is decent, you can see that you don't really need to swipe your mouse viciously to achieve 1k hz. Unless you're playing val*rant and camping corners most of your mouse movement will reach 1k hz. However that site has low sampling rate, I'd use mouse tester if u want a more in-depth look.

However its still a problem, which is why many users including me would still want a locked polling rate mouse since it could potentially remove the initial "sticky-ness" and make micro adjustments much easier.

I didn't know that a 1000hz polling rate on the mouse had an effect on your keyboard????
And this works the other way around too. Test 1k hz mouse with 125hz vs 1khz keyboard. Most people that care about mouse input limit their kb polling to 250hz (or 500hz) for that very reason.
 
#3 · (Edited)
On a keyboard? No.
On a mouse? Yes. Not as much on newer ones though, but on older ones like WMO and MX500 where 125hz gimps sensor's max pcs it is very noticeable.


From what I understood, correct me if I'm wrong, a 1000hz polling rate is only achieved maintaining a certain level of consistent movement. In which the polling rate decreases the slower you move the mouse. If true, in FPS games this mouse movement may not reach 1000Hz polling rate.
Or may reach it infrequently. So I have to ask is 125hz good enough all along if that's the polling rate you can normally saturate more often in games?
If you set 1khz polling rate, it is always 1khz. You might not saturate the bus with small movements but it doesn't make polling any less than 1khz.
 
#8 ·
On a keyboard? No.
On a mouse? Yes. Not as much on newer ones though, but on older ones like WMO and MX500 where 125hz gimps sensor's max pcs it is very noticeable.



If you set 1khz polling rate, it is always 1khz. You might not saturate the bus with small movements but it doesn't make polling any less than 1khz.
Interesting, thanks for the heads up. I'm finding better results with new skates.

Keyboards can have scan and debounce latencies over 10ms, not even including USB polling rate, so I wouldn't trust any conclusions drawn unless you can actually measure the difference for your particular keyboard, to see which aspects of the setup are responsible for any problems.

As for whether it matters, yes. Latency is cumulative, and increasing poll rate improves both the overall latency and the consistency in latency. How big a difference it makes is going to depend on the game in question and how big a problem you're fixing. Take a rhythm game for example, you can correct for 10ms of absolute latency without even noticing it, but you can't correct for 10ms variability in latency. There's a reason osu players get those two key keyboards instead of just using a normal keyboard.

For mice, the reaction time issue is only part of it, if you click while the mouse is moving, latency and variance in latency directly impacts accuracy. It places a limit on how well you can perform with that technique, and you won't know if it's you or your equipment without making measurements and doing some math. An example of when this might matter is if you're placing a wall of forcefields in starcraft 2, you want to click several times with even spacing, and clicking while moving SHOULD be a consistent way to do this, but the faster you're moving the mouse, the more impact latency will have on your accuracy. If you always stop the mouse before clicking, then no, it's not going to impact your aim. It also depends on how often the game checks to see if you clicked on something, I'm sure some only do that once a frame, and some have a tick rate independent of the framerate.

Anyway, back to latency being cumulative: This means several small improvements can add up to something that actually matters. To get this kind of improvement though, you actually have to have a method to measure changes smaller than you can feel.
I'm using an optical keyboard. Vs my mechanical it's a bit more responsive. It's suppose to be a 1000Hz/1ms. So I put my mouse on a separate row of usbs from the keyboard and I seem to be getting better results so far.
 
#4 ·
Mouse polling, yes I notice, at 125 Hz it's laggier for sure and that's on 76 Hz monitor. For regular people who may use even abomination such as Vsync in games, it may not be noticeable.
On older mice such as MS IE 3.0 it would also limit max movement speed, you can test yourself with a newer mouse sensor to what degree that's still the case.

I set it to 1000 Hz because that's the highest, if I could set it to 1 000 000 Hz I would. Considering there are no negatives to doing so, which for older mice isn't always the case.

My keyboard doesn't come with any software to change the rate so I assume it's still the 125 Hz old stuff even though it has mechanical switches but it's from a time when mechanical keyboards around here were pretty much unobtainable in shops as new.

I've also experimented with different input handling rates for a game and there I also did notice going from 200 Hz to 500 Hz processing. I could go higher but I'm not sure how accurate the timing is and don't want too high CPU load from it.

In terms of the choppy movement of sender vs receiver mismatch here you go since I made that the other day to illustrate:
 

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#7 ·
this table is the most useless piece of information that I've seen on the matter. it's misleading and is not even designed to help with anything, and especially it is not helping you to illustrate any choppy movements. it's like complaining that CPU cycles are not in sync with the screen refreshrate.
 
#6 · (Edited)
Keyboards can have scan and debounce latencies over 10ms, not even including USB polling rate, so I wouldn't trust any conclusions drawn unless you can actually measure the difference for your particular keyboard, to see which aspects of the setup are responsible for any problems.

As for whether it matters, yes. Latency is cumulative, and increasing poll rate improves both the overall latency and the consistency in latency. How big a difference it makes is going to depend on the game in question and how big a problem you're fixing. Take a rhythm game for example, you can correct for 10ms of absolute latency without even noticing it, but you can't correct for 10ms variability in latency. There's a reason osu players get those two key keyboards instead of just using a normal keyboard.

For mice, the reaction time issue is only part of it, if you click while the mouse is moving, latency and variance in latency directly impacts accuracy. It places a limit on how well you can perform with that technique, and you won't know if it's you or your equipment without making measurements and doing some math. An example of when this might matter is if you're placing a wall of forcefields in starcraft 2, you want to click several times with even spacing, and clicking while moving SHOULD be a consistent way to do this, but the faster you're moving the mouse, the more impact latency will have on your accuracy. If you always stop the mouse before clicking, then no, it's not going to impact your aim. It also depends on how often the game checks to see if you clicked on something, I'm sure some only do that once a frame, and some have a tick rate independent of the framerate.

Anyway, back to latency being cumulative: This means several small improvements can add up to something that actually matters. To get this kind of improvement though, you actually have to have a method to measure changes smaller than you can feel.