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  • Oct 16, 2026, 4:39 PM

    i guess if you wanted to try to cheese the outcome of this without having pointless but really cool display technology you could have frame rate tiers that are all integer multiples of each other and then you'd have perfect glassy consistent frame times across different objects of different frame rates. but that's still not as cool as being able to have something that's 90fps and 57fps and 32fps all at once (without aliasing)

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  • Oct 16, 2026, 4:40 PM

    don't ask why i would ever want this i just like when the technology is weird on purpose

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  • Oct 16, 2026, 4:42 PM

    although now i actually do wonder how well this would work for optimizing. like resolution scaling for frame rates. it could also just look really cool visually

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  • Oct 16, 2026, 4:44 PM

    165 is a common refresh rate and it's divisible by 11 and that would give a lot of granularity without needing crazy monitors :blobfoxthink:

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  • Oct 16, 2026, 4:45 PM

    oh wait i've had a game idea i've been incubating for years that this would look so good with

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  • Oct 16, 2026, 4:49 PM

    don't ask how i expect this to work when objects of different frame rates are meant to interact in any way. playstation got there without a z buffer

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  • Oct 16, 2026, 4:48 PM

    @kirakira@furry.engineer this would be potentially really cool for power efficiency reasons?

    a lot of smartphones these days have variable refresh rate up to 90 Hz or even 120 Hz. and when the screen is still, they reduce it down to just 1 Hz to save battery. but then when you start scrolling, it goes to 120Hz and feels buttery smooth and responsive. so it's "effectively always 120 Hz" but when the content doesn't demand it, you can save battery!

    maybe you're slide typing on a keyboard. the text doesn't really need to appear at 120 Hz since it just pops into the textbox. you could probably render a chat app in 30 Hz while typing, but have the keyboard render at 120 Hz so the slide type trail feels buttery smooth still.

    or if there's some animation playing, or picture in picture, the moving element could play at whatever refresh rate it needs [maybe 24 Hz because you're watching a cinematic movie] and the rest of the display could be at like 1 Hz if it's not otherwise doing anything.

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  • Oct 16, 2026, 4:50 PM

    @kirakira@furry.engineer i guess a large part of power efficiency here might come from literally not scheduling a render loop as often which is kinda out the window if one section is full refresh rate. but i would imagine the bandwidth of data to the screen is not an Insignificant Amount Of Power Overall and that also contributes some?

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  • Oct 16, 2026, 4:50 PM

    @sodiboo you know what's funny android advertises that but every time i've turned on high fps and the frame rate indicator it seems like it just likes to sit at 120 a lot lmao

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