PHOTOS: Mouse 125Hz vs 500Hz vs 1000Hz

Originally created in a Blur Busters Forums thread, and now a part of the Mouse Guide, this is a photo comparision of 125Hz versus 500Hz versus 1000Hz mouse poll rates. The 500Hz versus 1000Hz is human-eye visible during motion blur reduction strobing (e.g. LightBoost) as well as G-SYNC where NVIDIA recommends a 1000Hz mouse.

mouse-125vs500vs1000

You can see this by enabling motion blur reduction on your 120Hz monitor, and then drag a text window. Fewer microstutters makes text easier to read while dragging.

The gapping effect is caused by the harmonic frequency difference (beat frequency) between frame rate and mouse poll rate. It is clearly visible when no other sources of microstutters exist; e.g. fast GPU, fast CPU, low-latency USB. This mouse microstutter is clearly visible in Source Engine games on newer GPUs at synchronized framerates.

During 125Hz mouse poll rate versus 120fps frame rate (125 MOD 120 = 5), there are 5 microstutters per second. This results in 1 gap every 25 mouse arrow positions.

During 500Hz mouse poll rate versus 120fps frame rate (500 MOD 120 = 20), there are 20 microstutters per second. This results in 1 gap every 6 mouse arrow positions.

These mouse microstutters become especially visible on low-persistence displays such as strobed monitors or CRTs, during window-dragging. 500Hz vs 1000Hz difference is amplified during LightBoost, ULMB, Turbo240, and BENQ Blur Reduction.

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Chief Blur Buster
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4 Responses to PHOTOS: Mouse 125Hz vs 500Hz vs 1000Hz

  1. [email protected] says:

    You mention that these micro stutters are clearly visible in source games at synchronised refresh rates , I’m assuming you mean VSync?

    Are they noticeable if VSync is off? Does frame capping also have the same effect as VSync?

    • damiola says:

      I think he means:
      V-SYNC if using strobed backlight (LightBoost, BenQ Blur Reduction, ULMB, etc) or G-SYNC

    • Or framerate capping via fps_max.

      However, microstutters can also occur because of a harmonic frequency difference between framerate versus refreshrate. There can be complex 3-way harmonics between framerate, refreshrate, and mouse pollrate, that are easily seen with in some older game engines.

      A simple example is fps_max 118 during 120Hz operation, that causes 2 microstutters per second if you are running capped ourt at 118fps (for VSYNC OFF and for triple-buffering VSYNC ON) when excluding mouse microstutters and network microstutters (e.g. Solo play mode).

  2. Curadusk says:

    Doesn’t this mean, that you should get a 144 Hz G-Sync monitor, cap your games at 125 fps and you no longer need to buy a 1000 Hz mouse?

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