Linus Tech Tips
Higher refresh rates cut rendering and input latency to supply fresher target data, delivering the largest accuracy gains to casual players who lack the predictive muscle memory pros use to mask hardware delay.
AI-assisted summary of Does High FPS make you a better gamer? Ft. Shroud - FINAL ANSWER — original source. Check the original for full context.
Source published:
Key ideas
- Blind testing across casuals and esports professionals revealed that 60 Hz at 60 FPS produced the worst performance and lowest consistency across every benchmark scenario. (33:16)
- Missed shots at 60 Hz were driven by compounding latency: delayed display rendering showing stale target positions combined with mouse click input lag back to the 128-tick server. (10:21)
- Running uncapped high frame rates (300 FPS) on a 60 Hz monitor reduced engine rendering latency and eliminated floaty mouse feel, outperforming native 60 FPS even without higher display refresh rates. (18:03)
- Casual gamers lacking ingrained muscle memory and predictive habits gained the largest and most predictable performance improvements from upgrading to 144 Hz and 240 Hz hardware. (33:16)
Detailed notes
## Background Published by Linus Tech Tips on YouTube on November 21, 2019, this video serves as a large-scale follow-up experiment sponsored by Nvidia to determine whether high frame rates and high refresh rate displays actually improve competitive gaming performance. Filmed on location at the Santa Ana Esports Arena, the production features benchmark map suites in Counter-Strike: Global Offensive to test players across a wide range of skill levels, from casual hardware enthusiasts to elite FPS pros like Shroud and Corey.
## TL;DR Linus Tech Tips tests five different aim and reaction benchmarks across three blind system configurations—60 Hz (low FPS), 144 Hz (mid FPS), and 240 Hz (uncapped high FPS)—to quantify the mechanical impact of display refresh rate and rendering latency. Five players, ranging from casual creators Linus and Paul to top-tier streamers and esports pros Grimmmz, Shroud, and Corey, ran repeated trials recorded with high-speed cameras up to 1,000 FPS. While 60 Hz severely degraded hit registration and tracking due to stale visual information, high-speed camera analysis confirmed that moving to 144 Hz and 240 Hz dramatically slashed input lag, eliminated floaty mouse response, and enabled far cleaner aim micro-corrections. Ultimately, the data demonstrated that while high refresh hardware cannot replace raw mechanical talent or game sense, it reliably boosts consistency and hit rates for every participant, with casual players experiencing the most pronounced performance gains.
## Atmosphere & style The video blends the energetic, humorous tone of an esports LAN party with the methodical, gear-nerd rigor typical of high-end hardware benchmarking. Banter between the self-deprecating 'filthy casuals' and the razor-sharp professionals keeps the mood lighthearted, even as high-stakes flick tests and head-to-head duels induce genuine competitive tension and frustration with missed shots. As the team pivots from live arena testing to forensic high-speed camera analysis, the pacing shifts from chaotic fun to a crisp, analytical tech deep dive.
## Bulletin - [33:16](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1996s) Blind testing across casuals and esports professionals revealed that 60 Hz at 60 FPS produced the worst performance and lowest consistency across every benchmark scenario. - [10:21](https://www.youtube.com/watch?v=OX31kZbAXsA&t=621s) Missed shots at 60 Hz were driven by compounding latency: delayed display rendering showing stale target positions combined with mouse click input lag back to the 128-tick server. - [18:03](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1083s) Running uncapped high frame rates (300 FPS) on a 60 Hz monitor reduced engine rendering latency and eliminated floaty mouse feel, outperforming native 60 FPS even without higher display refresh rates. - [33:16](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1996s) Casual gamers lacking ingrained muscle memory and predictive habits gained the largest and most predictable performance improvements from upgrading to 144 Hz and 240 Hz hardware.
## Key takeaways - [01:14](https://www.youtube.com/watch?v=OX31kZbAXsA&t=74s) To evaluate the impact of refresh rate and frame rates, Linus Tech Tips tested five benchmark scenarios across three blind hardware tiers: 60 Hz (GTX 750), 144 Hz (GTX 1650), and 240 Hz (RTX 2060 Super). - [00:00](https://www.youtube.com/watch?v=OX31kZbAXsA&t=0s) The participant pool spanned various skill tiers, including esports pro Corey, top streamers Shroud and Grimmmz, and casual creators Linus and Paul. - [07:16](https://www.youtube.com/watch?v=OX31kZbAXsA&t=436s) On synthetic stationary reaction tests, hardware refresh rate made virtually no difference because the player's crosshair and screen remained completely still. - [10:21](https://www.youtube.com/watch?v=OX31kZbAXsA&t=621s) High-speed camera analysis at 1,000 FPS showed that 60 Hz displays present outdated target positions, turning visually accurate hits into misses on a 128-tick server. - [12:00](https://www.youtube.com/watch?v=OX31kZbAXsA&t=720s) Playing at 60 Hz forces gamers to rely on artificial timing rhythms and predictive muscle memory rather than true visual reaction times. - [15:50](https://www.youtube.com/watch?v=OX31kZbAXsA&t=950s) In the Dust II double doors sniper test, hit rates leaped from 2 out of 30 or 110 at 60 Hz up to 8 or 9 out of 10 at 240 Hz with no change in player technique. - [18:03](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1083s) Jumping from 144 Hz to 240 Hz yielded diminishing returns on stationary angle-holding tasks compared to the massive leap from 60 Hz to 144 Hz. - [18:03](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1083s) High FPS on a 60 Hz panel substantially cut internal frame rendering latency and removed the gelatinous, floaty mouse feel compared to true 60 FPS. - [20:14](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1214s) In a head-to-head reaction gallery against Linus, Shroud proved that superior core gaming mechanics can still overcome a 60 Hz hardware handicap against a casual player on 240 Hz. - [26:53](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1613s) Grimmmz outperformed other participants at 60 Hz due to years of experience playing fighting games and shooters on low-refresh setups, retaining familiarity with input delays. - [30:23](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1823s) High refresh rates provide their greatest benefit during camera movement and rapid flicks, where 60 Hz panels suffer from severe motion blur, ghosting, and slower sweeps. - [34:17](https://www.youtube.com/watch?v=OX31kZbAXsA&t=2057s) Aiming operates as a continuous loop of flicking, visual feedback, trajectory calculation, and micro-corrections, all of which are disrupted by the stale data and blur of lower refresh rates. - [35:16](https://www.youtube.com/watch?v=OX31kZbAXsA&t=2116s) While high frame rates and refresh rates cannot automatically make someone a great gamer, they undeniably make players better and more consistent across the board.
## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=OX31kZbAXsA&t=0s) Setting Up the Rematch at the Esports Arena
Following up on their previous experiment using a high-speed camera to analyze how high refresh rate monitors affect gaming performance, Linus acknowledges the extensive viewer feedback regarding both their testing methodology and personal gaming skills. To address these concerns properly for round two, they secured sponsorship from Nvidia and set up camp at the Santa Ana Esports Arena. The venue allowed them to deploy a far wider variety of test systems and recruit a spectrum of talent ranging from casual players to top-tier professionals.
```mermaid flowchart TD accTitle: Testing Rosters and System Configurations accDescr: Participants split into casual and pro tiers, testing three distinct hardware setups across 5 benchmarks.
subgraph Participants["Test Subjects"] Casual["Filthy Casuals<br/>Linus & Paul (Paul's Hardware)"] Streamers["Content Creators<br/>Grimmmz & Shroud"] Pro["Esports Pro<br/>Corey (Washington Justice)"] end
subgraph Rigs["Hardware Configurations (Core i9-9900K + Predator 240Hz Display)"] Rig1["Rig 1: RTX 2060 Super<br/>240 Hz | 250–300 FPS"] Rig2["Rig 2: GTX 750<br/>60 Hz | 70–85 FPS"] Rig3["Rig 3: GTX 1650<br/>144 Hz | 150–200 FPS"] end
subgraph Benchmarks["Test Suite & Capture"] Suite["5 Test Scenarios (YPrac Map Suite)"] Cameras["High-Speed Cameras<br/>Chronos (1,000 FPS) + RED Epic-W (240 FPS)"] end
Participants --> Benchmarks Rigs --> Benchmarks Benchmarks --> Cameras ```
Representing the self-described "filthy casuals" are Linus and Paul from Paul's Hardware, who anticipate getting thoroughly outclassed. The lineup of competitive talent includes: - Corey, an Overwatch damage dealer from the Washington Justice. - Grimmmz, veteran Twitch streamer who notes that going from 144 Hz to 240 Hz felt like a slight upgrade for him. - Shroud, the widely requested FPS icon, who observes that “going from 60 to 144 is like night and day for me obviously right, but 144 to 240…”
[01:14](https://www.youtube.com/watch?v=OX31kZbAXsA&t=74s) The Three Blind Test Rigs and Camera Rigs
To evaluate how refresh rate and frame rates alter performance, Linus introduces a suite of five tests stepping from raw synthetic reaction tasks to complex flick shots and integrated shooting galleries. The subjects will run these tests on three identical base systems equipped with Intel Core i9-9900K CPUs and Acer Predator 240Hz monitors, but with distinct GPU and refresh rate profiles to isolate the effects of frame pacing and display updates:
- **High-End (240 Hz / Uncapped):** Fitted with an Nvidia GeForce RTX 2060 Super, running test games between 250 and 300 FPS with the panel set to its full 240 Hz refresh rate. - **Low-End (60 Hz / Low FPS):** Stepped down to a GeForce GTX 750 and capped at 60 Hz, outputting roughly 70 to 85 FPS. Linus highlights that pairing a fast GPU with a 60 Hz screen still cuts input latency due to newer frame deliveries, so dropping the card itself was essential to recreate a true budget baseline. - **Mid-Tier (144 Hz / Mid FPS):** Configured with a GeForce GTX 1650 pushing around 150 to 200 FPS, paired with the display dialed to 144 Hz to serve as the community's favorite sweet spot.
The participants test each configuration blindly, unable to see the system settings until they start moving and shooting. To look past software metrics and track micro-movements, aim accuracy, and technique, the crew deployed two prototype Chronos high-speed cameras capable of recording 1080p footage at 1,000 FPS for 10 seconds each (yielding 20 continuous seconds of ultra-slow-motion). As backup for longer runs, a RED Epic-W 8K camera recorded high-speed 1080p footage at 240 FPS.
[03:40](https://www.youtube.com/watch?v=OX31kZbAXsA&t=220s) Testing Hypotheses and the YPrac Suite
Linus walks through the software methodology with Shroud. Rather than using browser-based reaction tests, the team had custom training scenarios built inside *Counter-Strike: Global Offensive* via yesber's YPrac workshop map. This allowed them to capture reaction speed, flick targeting, and flow-state target acquisitions directly within the game engine. Each test is repeated until individual data points reach statistical convergence.
When Shroud asks whether the test isolates pure monitor hertz or game FPS, Linus agrees on the importance of the distinction: running at 300 FPS on a 60 Hz monitor still supplies significantly fresher data to the screen than running at 70 FPS. Shroud reflects on his early competitive Counter-Strike days when he could not afford high-end gear: > “I swapped to 120, honestly it didn't really change that much, so I do really think that if somebody played on a 60Hz long enough they would play just the same as playing as 144 long enough.”
Corey shares a different path, explaining that he did not transition to high-refresh panels until he began playing Overwatch. Anticipating the margins, Corey estimates that jumping from 60 Hz to 144 Hz feels massive—around a 70% perceptible improvement—while 144 Hz to 240 Hz offers a much subtler boost, perhaps another 20%. Grimmmz also outlines his path, having started with fighting games before moving into shooters like *H1Z1* and *PUBG*. Meanwhile, Paul from Paul's Hardware jokes that he represents the enthusiast tier of user who spends significantly more time building high-end gaming rigs than actually playing games on them.
[07:16](https://www.youtube.com/watch?v=OX31kZbAXsA&t=436s) Test 1: Synthetic Reaction Time
The first benchmark focuses solely on raw reaction times. The user clicks to initiate the benchmark, waits for the screen to flash green, and clicks as quickly as humanly possible upon detecting the color shift.
Before diving in, Shroud considers having an energy drink or a coffee, but the crew has to deny the request because an earlier test run had already been logged without caffeine, requiring them to keep his physiological state consistent. Shroud remains skeptical that hardware will influence this specific test: > “I just don't think for this test specifically, I don't think 60, 240, 144—I don't think it's gonna make a difference, because you're… I mean the only time you feel 60 versus 240 is when you're moving around… but when you're standing still it's all the same, so I don't think anyone knows the difference.”
He concedes that 60 Hz always feels terrible to play on subjectively, but admits he has never collected rigorous data on whether his actual frag counts drop because of it. Linus marvels at Shroud's near-robotic consistency during the trials, noting his response times hovering steadily around 170 ms (compared to the ~150 ms averages Shroud recalls from his prime). Linus then asks Corey whether being young gives him an edge over older competitors in reaction-based tasks. When Corey frankly agrees, Linus jokes, “Wow, what a dick. You know what, this interview is over.” Corey quickly adds that familiarity and daily repetitions hold far more weight than raw age alone.
[09:34](https://www.youtube.com/watch?v=OX31kZbAXsA&t=574s) Test 2: Dust II Double Doors Sniper Duel
The second trial adapts reaction time into a practical in-game CS:GO challenge: holding the sniper pick through the double doors from T spawn on Dust II. An automated Counter-Terrorist bot crosses the opening at randomized intervals, leaping past the doorway seam near the second line of the parked truck.
The test eliminates crosshair tracking and flicking, demanding only that the player hold their line, track the gap, and fire the AWP the moment the bot enters the slit. Despite the predictable path, the extreme speed of the crossing immediately sparks frustration. Players battle to register hits through the narrow crack, second-guessing their timing and jokingly blaming the server tick rate after missed shots: “How am I missing right now? This is—are we on 64-tick? I'm telling you I hit this guy at least three times.”
[10:21](https://www.youtube.com/watch?v=OX31kZbAXsA&t=621s) The Mechanics of Missed Shots at 60 Hz
After reviewing a series of missed attempts where a player scored zero hits, confusion sets in over how shots that visually appeared on target failed to connect. Linus Sebastian checks to make sure server performance was not the culprit, confirming that the server tick rate was set to 128 ticks per second. When asked to explain the underlying science of why those shots appeared to land on-screen but never registered in-game, an expert explains that running at 60 frames per second and 60 Hz creates latency on both sides of the interaction. First, there is a display delay between the current game state and what gets rendered onto the monitor; because rendering takes longer to reach the display, the opponent is physically in a slightly different position than what the player sees. Second, input delay means that clicking the mouse takes longer to register back into the game state, compounding the discrepancy in both directions.
```mermaid flowchart LR accTitle: Two-Way Latency at 60 Hz accDescr: Diagram showing delay between the game state, display render, player action, and input registration at 60 Hz. subgraph Display_Delay["Display Latency"] A["True Game State"] -->|"Render & Display Delay"| B["Monitor Frame (60 Hz)"] end subgraph Input_Delay["Input Latency"] B -->|"Player Clicks"| C["Mouse Input"] C -->|"Input Transmission Delay"| A end ```
Footage captured using a 1,000 FPS high-speed camera illustrates the problem clearly: multiple high-speed frames elapse for a single screen refresh at 60 Hz. Stepping through the high-speed footage reveals that while one shot was an outright miss, another showed the crosshair directly over the character's rear ("kind of hit him in the tush"). The subtle positional discrepancy caused by display lag and input latency was enough to turn what looked like a hit into a clean miss on the server.
- Server tick rate: 128 ticks per second. - Camera frame rate: 1,000 FPS recording monitor refreshes at 60 Hz. - The two primary components of missed hit registration at lower refresh rates: - Game state to display rendering delay (the player sees an outdated enemy position). - Mouse click input lag (the command takes longer to arrive back at the game engine).
---
[12:00](https://www.youtube.com/watch?v=OX31kZbAXsA&t=720s) Mastering Delay vs. Reaction Time
The conversation shifts to how players adapt to the sluggish responsiveness of 60 Hz. Drawing on a background in fighting games where players must account for platform-specific latency differences between Xbox and PlayStation—particularly when executing tight three-frame inputs—one tester explains that playing at 60 Hz requires learning a rhythm rather than purely reacting. If you click too quickly based on immediate visual confidence, the shot lands well before the target aligns with the crosshair on the server side. As the tester puts it:
> “High refresh rate doesn't make you a better gamer, but it makes it easier to be a better gamer I would say so yeah.”
At 60 Hz, success requires mastering artificial delay, whereas higher refresh rates allow players to rely directly on visual reaction time.
Meanwhile, Linus jokes about getting older and having dad reflexes, though he admits his sleep wasn't terrible aside from getting up twice during the night to change diapers. The difficulty of the door-crossing tracking test at 60 Hz is highlighted by how poorly elite talent performed: Shroud scored only 2 out of 30, and Overwatch professional Corey scored similarly low. By contrast, Grimmmz managed to consistently land 4 out of 10, living up to his reputation for sharp reflexes. Testers agree that at such low refresh rates, tracking visual targets becomes nearly impossible, forcing players to abandon their eyes and rely purely on muscle memory.
---
[13:48](https://www.youtube.com/watch?v=OX31kZbAXsA&t=828s) Reflex Aim and Flick Challenges
The testing protocol progresses to Test 3, an aim challenge giving players just 0.45 seconds to acquire and hit red-dot targets appearing across the screen over a one-minute span. When one participant scores 13 hits while feeling confident—noting that having their own mouse made a noticeable difference despite missing nearly half the targets—others note that even increasing target uptime to 0.5 seconds would make a massive difference, as many misses were separated by mere fractions of a second.
The suite then moves to Test 4, the shooting gallery flick test, which challenges players to register 15 bot kills as quickly as possible. The map requires quick identification and decisive flick shooting before bots despawn. When asked who would dominate this format, the participant points to elite Counter-Strike professionals, particularly players from Team Liquid such as Stewie2K.
Individual baseline reaction tests show that upgrading from 60 Hz to 240 Hz delivers immediate, measurable gains across the board. One participant's baseline reaction time improved cleanly from roughly 210 ms at 60 Hz down to approximately 180 ms at 240 Hz, even peaking with a personal best between 142 ms and 146 ms.
---
[15:50](https://www.youtube.com/watch?v=OX31kZbAXsA&t=950s) Dramatic Leaps on Higher Refresh Rates
Retesting the maps at high refresh rates produces night-and-day performance leaps. On the CS:GO double door test, a tester who previously scraped by with 2 out of 110 (or 2 out of 30) at 60 Hz scores 8 out of 10 and 9 out of 10 at 240 Hz. Despite feeling like they executed the exact same mechanical motion—waiting for the model to cross the opening and clicking—the success rate jumped exponentially:
> “I can't accept responsibility myself it's the technology that has given me this skill.”
Interestingly, while the player's measured raw biological reaction time in milliseconds did not change dramatically, the hardware latency reduction—combining frame rendering pipeline speed and reduced input lag—allowed identical reflexes to register cleanly.
| Test / Scenario | 60 Hz Result | High Refresh (144 / 240 Hz) Result | |:--- |:--- |:--- | | Reaction Time Benchmark | ~210 ms | ~180 ms (best: 142–146 ms) | | Double Doors Test (Participant A) | 2 / 110 (or 2 / 30) | 8 / 10 to 9 / 10 | | Double Doors Test (Participant B) | Very low / struggled | 7 / 10 | | Shooting Gallery (15 Kills) | ~30–35 s (best 19 s) | Consistent sub-20 s (19.16 s) |
In the shooting gallery, clearing 15 targets had previously hovered around 33 to 35 seconds at 60 Hz, but dropped to a consistent 19.16 seconds on the faster setup, with the player confident they could push it down to 15 seconds.
---
[18:03](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1083s) 144 Hz vs. 240 Hz and High FPS on a 60 Hz Panel
Players describe high refresh rates as creating a subjective illusion of time dilation: it feels as though they have significantly more time to react. In reality, the worst-case frame-time difference between 60 Hz and high refresh rates is only around 12 milliseconds, but when coupled with reduced input latency, the perceived margin for error expands dramatically.
When testing the double doors scenario at 144 Hz, a participant posts a 9 out of 10 score. Comparing 144 Hz to 240 Hz in this specific stationary aiming task reveals little practical difference. Because the crosshair remains static while holding an angle, and both 144 FPS and 240 FPS exceed the server's 128-tick update rate, jumping from 144 Hz to 240 Hz yields diminishing returns for holding a door angle compared to the massive leap from 60 Hz to 144 Hz.
Finally, the team tests an intermediate configuration: running high frame rates (300 FPS) on a 60 Hz monitor, compared to running 80 FPS on a 60 Hz monitor. The tester notes that 300 FPS at 60 Hz is noticeably easier than native 60 FPS / 60 Hz:
> “There's not as much I guess input lag is what I'd explained, yeah I'd call it like jello yeah like it's weird it does it doesn't float as much as, yeah floaty floating that's a really good word for it.”
While 300 FPS on a 60 Hz panel does not match the clarity of a true 240 Hz display, reducing the game engine's internal frame rendering latency substantially cuts down the "floaty," gelatinous mouse feel, landing performance squarely between pure 60 Hz and full 240 Hz.
[20:14](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1214s) Test 5: Shooting Gallery – Linus vs. Shroud
Before test five gets underway, Linus realizes he has miscalculated his odds: “So I had I think I had misunderstood this test. I have to play against Shroud just for the first one.” Shroud takes time dialing in his mouse DPI and in-game sensitivity settings until he feels completely comfortable. While Shroud normally uses a Logitech G Pro Wireless at home, he uses a wired Logitech G Pro for this test, though the identical sensor keeps input behavior largely consistent.
Test five takes the evaluation out of synthetic bot scenarios and puts it into a competitive human setting via the custom Linus Shooting Gallery map. Both competitors spawn at the far end of a long hallway, looking down at Seth from NVIDIA, who crouches behind a half-height wall. Seth pops up at random intervals, and whoever reacts and headshots him first earns a point. The matchup is played as a best-of-five, after which the players swap PCs to invert the hardware advantage. Before the first round begins, Linus asks whether weapon cycling is how pros shake off physical tension: “Is that what the pros do they switch switch to their weapons real fast? I gotta get the jitters out the LAN jitters.”
```mermaid flowchart LR accTitle: Shooting Gallery Human Reaction Test Flow accDescr: Flow diagram showing the head-to-head shooting gallery setup between two competitors facing a popping target.
subgraph Hardware["Hardware Setups"] P1["PC A: 240 Hz / High FPS"] P2["PC B: 60 Hz / Struggle Bus"] end
subgraph Arena["Shooting Gallery"] T["Target: Seth (Random Peeks)"] end
subgraph Scoring["Round Outcome"] W["First Headshot Wins Point (Best of 5)"] Swap["Swap PCs & Repeat Matchup"] end
P1 -->|"Compete"| T P2 -->|"Compete"| T T --> W W --> Swap ```
In round one, Linus is positioned on the low-refresh 60 Hz "struggle bus" computer while Shroud plays on the 240 Hz rig. Even with target silhouette spawn protection briefly causing confusion, Shroud effortlessly sweeps Linus 5–0 with blistering reaction speeds. The players then swap setups, putting Linus on 240 Hz and Shroud on 60 Hz. Linus manages to steal a single shot, but Shroud's fundamentals overwhelm the hardware deficit to close out the match. Experiencing the 60 Hz handicap firsthand leaves Linus humbled: “That was hard that was actually noticeably harder I still lost.”
- Hardware used: Logitech G Pro wired mouse (Hero sensor), comparing a 240 Hz display setup against a 60 Hz rig. - Test format: Linus Shooting Gallery, head-to-head first-kill reaction test against a crouching human target (best-of-five per machine configuration). - First matchup outcome: Shroud sweeps Linus 5–0 while on 240 Hz; Shroud closes out the reverse match 5–1 on 60 Hz.
---
[24:04](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1444s) Shooting Gallery: Corey vs. Grimmmz
Next, professional player Corey squares off against streamer Grimmmz in the same shooting gallery challenge. In the initial leg, Corey establishes early dominance with quick reaction flicks, leading 5–2. Grimmmz notes the difficulty of readjusting on the fly, admitting, “I don't think I played Counter-Strike in like an absurd amount of time it's crazy.”
After switching machines, the competition tightens considerably. With Grimmmz now holding the hardware advantage, round after round ends in near-simultaneous trigger pulls, missed sniper shots, and sudden-death trades. Both players laugh through a series of errant AWP shots against Seth as the score climbs to a 2–2 tie, prompting Grimmmz to joke, “We kind of suck at the AWP to be honest.” With the match reaching match point, Seth warns the shooters that he will be as tricky as possible with his peek timing. Corey ultimately lands the deciding headshot. When asked if the 240 Hz display made a palpable difference in competitive head-to-head peeking, Corey confirms: “Definitely does for sure yeah especially in like the middle one you pick up and you go down I think that matters the most.”
---
[26:53](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1613s) Post-Testing Reflections and Player Perceptions
Sitting down after four hours of rigorous testing, Grimmmz reflects on his expectations versus reality. Coming into the arena, he believed an exceptional player on a 60 Hz monitor could match a 240 Hz user, but the data showed him that hardware dependencies fluctuate drastically depending on the title and mechanical demands. He was particularly surprised by his own synthetic reaction times. While casual players might view his speed as impressive, the tracking software revealed a clear gap: the esports pros easily averaged around 1.4 seconds on the test, whereas Grimmmz averaged roughly 1.67 seconds.
Grimmmz explains that high refresh rates provide their greatest benefit during rapid camera motion rather than while staring at stationary angles: “That's where I'd say it helps you the most because when you're moving the faster you move the harder it is to see on 60 Hertz.” However, when asked whether internal game sense or external hardware matters more to a player's skill, Grimmmz stays firm on the value of raw talent: “I would say it's way more important that's like what you need to be a top tier gamer hardware and peripherals and stuff of course does matter but you got to be good at the game you know.”
Grimmmz emerged as the "60 Hz king" of the day, hitting more double-door sniper shots at 60 Hz than Shroud and Corey combined and posting matching bomb site defense scores across 60 Hz and 144 Hz. He attributes this resilience to his gaming history: having played on 60 Hz setups for years prior to upgrading, the display delays, frame pacing, and button timings felt instantly familiar rather than jarring. Conversely, Paul observes that average and casual players might actually gain proportionally *more* from a hardware upgrade than professionals. Elite players instinctively employ predictive mitigation strategies to mask hardware delays, whereas casual players lack those compensation habits and scale directly with the smoothness and reduced input latency of better gear.
- Shroud's test run pairing a 60 Hz monitor with an RTX 2060 Super versus an aging GTX 750 revealed that high frame rates reduce input lag and mouse latency even when the display refresh rate remains low. - Grimmmz registered a 1.67-second benchmark on target acquisition reaction tests compared to the ~1.4-second averages achieved by the professional players.
---
[30:23](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1823s) Data Analysis and High-Speed Breakdown
A week after the live testing in Santa Ana, the team analyzes the recorded telemetry and high-speed camera footage to evaluate whether high refresh monitors and flagship GPUs like the GeForce RTX 2080 Ti genuinely improve player performance. Breaking down the suite test-by-test reveals distinct mechanical advantages:
```mermaid flowchart TD accTitle: Technical Degradation at 60 Hz vs High Refresh Rate accDescr: Flowchart illustrating how lower refresh rates cause input latency, stale visual information, and increased motion blur.
subgraph LowRefresh["60 Hz / 60 FPS Limitations"] A["Slower Screen Updates"] --> B["Outdated Target Position on Screen"] B --> C["Missed Moving Targets by Milliseconds"] D["Display Ghosting & Image Displacement"] --> E["Increased Motion Blur"] E --> F["Forced Slower Sweeps & Aim Readjustments"] end
subgraph HighRefresh["144 Hz / 240 Hz Advantages"] G["Frequent Visual Updates"] --> H["Accurate Trajectory Tracking"] I["Reduced System Latency"] --> J["Faster Flick Confirmation & Higher Hit Rates"] end ```
In the Double Doors test, synthetic stationary reaction times were identical across all refresh rates, but hit rates against moving targets dropped dramatically at 60 Hz / 60 FPS. High-speed analysis shows that because 60 Hz updates its image far less frequently, the frame displayed to the player's eye was already out of date by the time the shot registered on the server, causing near-misses by tiny fractions of an inch. While Grimmmz's background in rhythm games helped him predict movement intervals at 60 Hz, every participant landed significantly more shots when frame rates exceeded 60 FPS. When Shroud ran the double doors on a 60 Hz screen driven at 200+ FPS, his scores improved due to slashed input latency, but he still could not match his hit consistency on a true high-refresh 144 Hz or 240 Hz panel.
In the Overwatch flick test at 60 Hz, aim mechanics deteriorated noticeably: player flicks were slower, required secondary corrective adjustments, and suffered from shots being fired milliseconds after targets had already despawned. Furthermore, motion blur and ghosting displacement were far more severe at 60 Hz, forcing players to sweep their crosshairs slower simply to parse their surroundings. In the bomb site defense flow state test, 60 Hz crippled target tracking and target-to-target transitions. While Shroud recorded the fastest sweep runs overall, his single fastest run unexpectedly occurred at 144 Hz rather than 240 Hz, an anomaly driven primarily by a training effect as he adapted to the map layout over multiple runs.
[33:16](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1996s) Training Effects and Casual Versus Pro Scaling
Analyzing the broader patterns in the data, Linus observes how familiarity with *Counter-Strike: Global Offensive* dramatically influenced the test outcomes. For players like Grimmmz and Paul, neither of whom had put significant hours into *CS:GO*, unfamiliarity made the underlying hardware differences much more obvious. In their cases, performance scaled cleanly: as refresh rate and frame rate went up, their runs became visibly faster and far more consistent. Linus himself became an unintentional study in the "training effect." Because he ran the 144 Hz/FPS station first, dropped down to 60 Hz/FPS second, and finished on 240 Hz/FPS, his familiarity with the course steadily accumulated, naturally boosting his times as he progressed.
Across the entire participant pool, 60 FPS at 60 Hz produced the worst outcomes in every single test. While an occasional outlier run yielded a decent score, run-to-run consistency was markedly superior at 240 Hz. Furthermore, the data showed that high refresh rates yielded the clearest, most predictable gains not for top-tier pros with deeply ingrained game sense, but for casual gamers. As Linus explains, “The most predictable improvements were actually found in the more casual players who didn't have as much game sense and muscle memory to rely on.”
- Casual players who lacked pre-existing muscle memory showed the most direct correlation between higher refresh rates and better performance. - 60 FPS / 60 Hz consistently delivered the poorest results across every test condition. - Run-to-run consistency improved dramatically at 240 Hz, even when individual 60 Hz runs occasionally produced passable scores.
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[34:17](https://www.youtube.com/watch?v=OX31kZbAXsA&t=2057s) The Mechanics of Aim and Lower Refresh Rate Penalties
To explain why frame rate and display speed matter so decisively, Linus breaks in-game aiming down into a continuous sensory feedback loop governed by muscle memory, response, prediction, and visual confirmation. When an enemy target appears on screen, a player snaps toward it based on existing muscle memory and positional awareness. During the mouse swipe, the eyes register updated visual feedback, prompting micro-corrections until the crosshair rests on the target. If the target is moving, the brain calculates its speed and projected trajectory using a mix of situational experience and incoming visual data.
```mermaid flowchart TD accTitle: The In-Game Aiming Cycle accDescr: A diagram illustrating how muscle memory, visual feedback, and trajectory prediction interact during aiming.
subgraph S1["Detection & Initial Snap"] A["Target Appears"] --> B["Initial Flick via Muscle Memory"] end
subgraph S2["Visual Feedback Loop"] B --> C["Visual Confirmation on Display"] C --> D{"Target Moving?"} D -- "Yes" --> E["Calculate Speed & Trajectory"] D -- "No" --> F["Fine Micro-Correction"] E --> F F --> G["Crosshair Hits Target"] end ```
Lower refresh rates and low frame rates disrupt this cycle at every link. Frames remain static on the screen for longer intervals, delivering stale, out-of-date spatial information. The physical transition between screen redraws introduces severe motion blur during rapid panning, and the sparse visual updates degrade the brain's ability to estimate movement trajectory accurately. Linus notes, “These effects can be overcome to a great degree with training, but there's going to be a limit to the situations where that training can be applied.”
- **Stale target information:** Slower frame presentation forces players to react to where a target was rather than where it currently is. - **Motion blur:** Slower pixel and refresh transitions obscure visual clarity during high-speed tracking and flick shots. - **Compromised trajectory tracking:** Fewer visual updates per second make it significantly harder for the brain to calculate the lead distance needed for moving targets.
---
[35:16](https://www.youtube.com/watch?v=OX31kZbAXsA&t=2116s) Final Verdict: Does High FPS Make You a Better Gamer?
Reflecting on the comprehensive benchmark results, Linus admits he was not surprised to see 60 FPS players operate at an extreme disadvantage against competitors using high-refresh gear. What did take him off guard, however, was just how noticeable and impactful the jump from 144 Hz up to 240 Hz proved to be across the board.
Linus boils down the core question behind the entire experiment: “So then, all other things being equal, will high FPS and a high refresh rate monitor make you a great gamer? No. But will it make you a better gamer? Undoubtedly so.” Backed by powerful graphics hardware such as Nvidia's flagship RTX 2080 Ti, seeing game states sooner translates directly into higher hit probabilities and faster reactions. Wrapping up the test series, Linus points toward the horizon of competitive display technology, eager to see what 300 FPS and 300 Hz panels will bring, teasing: “Is that a teaser for a part three? I will let you be the judge.”
## Notable quotes > [35:16](https://www.youtube.com/watch?v=OX31kZbAXsA&t=2116s) So then, all other things being equal, will high FPS and a high refresh rate monitor make you a great gamer? No. But will it make you a better gamer? Undoubtedly so. — Linus Sebastian
> [03:40](https://www.youtube.com/watch?v=OX31kZbAXsA&t=220s) I do really think that if somebody played on a 60Hz long enough they would play just the same as playing as 144 long enough. — Shroud
> [33:16](https://www.youtube.com/watch?v=OX31kZbAXsA&t=1996s) The most predictable improvements were actually found in the more casual players who didn't have as much game sense and muscle memory to rely on. — Linus Sebastian
## Mentioned Acer Predator, Chronos, Corey, Counter-Strike: Global Offensive, GeForce GTX 1650, GeForce GTX 750, GeForce RTX 2060 Super, GeForce RTX 2080 Ti, Grimmmz, H1Z1, Intel Core i9-9900K, Linus Sebastian, Linus Tech Tips, Logitech G Pro, Logitech G Pro Wireless, Nvidia, Overwatch, Paul's Hardware, PUBG, RED Epic-W, Santa Ana Esports Arena, Seth, Shroud, Stewie2K, Team Liquid, Washington Justice, YPrac
## Video description Thanks to Nvidia for sponsoring this video! For more information on how high frames and refresh rate help in competitive gaming visit https://www.nvidia.com/en-us/geforce/news/geforce-gives-you-the-edge-in-battle-royale/
To get the best GeForce graphics card for competitive gaming visit http://www.frameswingames.com
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Want to see how you stack up in our test suite? Download the maps from the workshop! Reflex Aim Trainer: http://bit.ly/348QyQV Doors and Flow State Test: http://bit.ly/2O6dVF5 Flick shot test: Map code - 4TR99 Linus Shooting Gallery: http://bit.ly/2Oac4io
Thanks to the Santa Ana Esports Arena for hosting us! Learn more about their awesome facility at https://www.esportsarena.com/
Shroud: http://mixer.com/shroud Grimmmz: https://www.twitch.tv/grimmmz Corey: http://twitch.tv/corey PaulsHardware: http://youtube.com/paulshardware
[Source](https://www.youtube.com/watch?v=OX31kZbAXsA)