by d-_-b » 09 Jan 2016, 20:02
if only the monitor has changed, maybe its refresh rate and/or vsync? or maybe even just response time... but less likely.
standard, double-buffered vsync will have the issue that your framerate can only ever be an integer division of the refreshrate, so for 60 it would be 60,30,15... while 60 and 30 fps are both fine, rapidly chopping between them causes notable stutter.
triple-buffering will solve this, removing that, making the transition between 60 and 55 fps, truly only 5 fps and not occasionally missing entire frames, at the expense of a bit of mouse delay (1/refresh) ... as it can draw in another back buffer while waiting for the screen to refresh, rather than sitting there doing nothing.
obviously no vsync at all will have minimal judder and smoothest framerate, but tearing is really disgusting visually...
some newer monitors supporting gsync/freesync over displayport fix this problem finally, allowing the refreshrate to be non-static and updating when the card tells it to...
ironically, these things can combine depending on your vsync settings and framerate, that a 75hz monitor will be WORSE thana 60hz monitor, as you must achieve *constant* 75fps to be smooth instead of 60, otherwise ur dropping to 37.5 regularily which is clearly worse than 60... the higher the refreshrate the more serious the vsync stutter gets.
while it might not seem hard to keep a constant 60/75 whatever fps, FA does have notably large performance cost of zooming , check your cpu usage ingame then zoom in and out constantly, it will increase quite significantly, this combined with already rendering large amounts of objects can cause a cpu-related fps drop.