Shipping a standalone game with Vulkan or OpenGL?
Re: Shipping a standalone game with Vulkan or OpenGL?
360 hz is of course completely overkill, but 144 hz certainly is not. 144 hz vs 60 hz is like day and night. 144 vs 240 or 360 is visible to me, but only in the sense that it reduces motion blur and input lag. 144hz+ULMB works better I think.
Re: Shipping a standalone game with Vulkan or OpenGL?
I was one of the naysayers in the past (I honestly thought anything above 60 FPS was pointless) until one day I was forced to buy a 144hz display to replace my old monitor which started having yellowing issues on the screen.
I was surprised that I can actually see and "feel" the difference. Even just moving the mouse cursor around in the OS looks and feels smoother. And obviously, in games, the extra smoothness can be felt. I was happy to be proven wrong.
I was surprised that I can actually see and "feel" the difference. Even just moving the mouse cursor around in the OS looks and feels smoother. And obviously, in games, the extra smoothness can be felt. I was happy to be proven wrong.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Shipping a standalone game with Vulkan or OpenGL?
Makes me wonder how all the Build engines that are locked to a timer that cannot exceed 120 Hz will cope with a display that's faster than their ticker.
In Raze we completely abandoned that timer and the difference was just amazing, even on 60 Hz displays.
In Raze we completely abandoned that timer and the difference was just amazing, even on 60 Hz displays.
Re: Shipping a standalone game with Vulkan or OpenGL?
Let's just say that most people that get used to the smoothness of Raze won't be going back. 