I'm pretty confident that you cannot play Destiny 2 above 60Hz. The main reason why is because Destiny 2 uses Havok for its physics, clothing physics, and some of its scripts. And Havok isn't made to work properly above 60Hz. Another example is the Crew 2 which was released in July 2018, and that game had its fps locked at 60Hz on PC.
Monster Hunter: World also uses Havok and that game has stuttering/microstuttering issues reported on the PC. Theres a few other games with other issues with Havok, most notably Skyrim. Seriously, the issue is Havok and how not able to run correctly above 60Hz. It has something to due with how it calculates physics and how the extra work it has to do above 60Hz is the root cause.
Fallout 4 also uses Havok and it has issues running above 60Hz.
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Hmm... interesting theory, at least. I have a friend who got a new GSync monitor about the same time as me, and he was kinda wondering about something similar in L4D2, which I believe also uses Havok, though he couldn't quite be sure of what he was seeing (again, in game FPS seems to be reporting things as just fine, but monitor refresh says otherwise). Also seems to gel with the seemingly random way in which the refresh rapidly jumps around. Could be tied to the fluttering of cloths or whatever. AND I'm not really seeing dips below 60.
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Edited by Cidcaldensfey: 2/2/2019 10:41:52 PMYeah, I was telling a few people about this today and one of them decided to give it a whirl (he has a 165hz monitor), and he definitely saw what I was talking about. I basically told him to play about 10-15 minutes worth of Escalation Protocol, and upon opening his map and panning it around, it would be kinda jittery/choppy. However, when he first launched Destiny 2/landed on Mars, there was no such stutter. I think mostly it has something to do with maybe how Havok handles interpolation for its physics calculations. I'm still reading up on this, but the only proof I have where framerate is tied to physics for Destiny 2 is an example of a bug that was fixed a while back: https://www.youtube.com/watch?v=X6FQYV6KDcM Basically, the fps of the client affected the physics used in the game (in this case, they were supposed to have some amount of inertia upon using their ability). But if they were running over 30fps, there was some amount of degradation. I'm assuming there was likely a cutoff point where there was close to zero inertia present, but the closer you were to 30fps the more of it there was (this is me just assuming, as I can't test this currently). But for this to be tied to the fps available on the client just continues to make me believe that there is something with how Havok is used in Destiny 2 which causes issues. Here is a more recent report by a player of a currently ongoing issue: https://www.reddit.com/r/DestinyTheGame/comments/9r9elb/titan_skating_speed_is_tied_to_framerate/ Apparently, as you can see in the URL, the speed at which Titan class characters can skate is actually affected by the framerate of the client. Specifically, the higher you go in frames above 60fps, the slower the character gets.
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Hmmm... I did see a thing the other day showing how weapon fire rate in PUBG is affected by frame rate. That's probably unrelated, though. Well, all something to keep in mind in any case. Thanks for the info!