LG Display announced the results of its research measuring how monitor refresh rate changes performance in FPS games. In the test conducted by the company with 31 adult male actors 480HzIt increased the hit score by 38 percent compared to 60 Hz. Moreover, the switch from 240 Hz to 480 Hz brought an additional 10 percent increase in the number of successful hits. The research revealed the effect of high refresh rate on target tracking, input lag and movement fluency with numerical data.
LG Display offers the same FPS game to the participants. 60 Hz, 240 Hz, 360 Hz and 480 Hz Played it in settings. However, the researchers presented the four refresh rates to each player in a different and random order. Participants completed the test without knowing which setting they were using, so expectations regarding screen speed had less of an impact on the outcome. The team recorded the number of successful hits for each player and the time between the target appearing and being hit.
In addition to measurable results, researchers also collected players’ personal evaluations. Participants individually scored movement fluency, ease of tracking targets, and overall display preferences. Additionally, players stated that they track moving targets more easily at high refresh rates and prefer fast settings. LG Display attributed this difference to lower input lag and a reduction in motion blur.
According to the data shared by the company The 480 Hz setting increased hit points by 38 percent compared to 60 Hz. On the other hand, the 240 Hz level also provided a significant increase against 60 Hz. However, 480 Hz added a 10 percent higher successful hit result over 240 Hz. LG Display described this metric as “win rate” in some sections, but the research did not measure match wins.
LG Display reduced input lag by more than 10 milliseconds with 480 Hz
Test results show that the 480 Hz setting reduces input lag compared to 60 Hz. more than 10 milliseconds showed that he dropped it. In theory, a 60 Hz display displays a new image approximately every 16.7 milliseconds. In contrast, 240 Hz reduces this interval to approximately 4.2 milliseconds, and 480 Hz to 2.1 milliseconds. Thus, mouse movement and click commands reach the screen in a shorter time on computers that provide high frame rates.
However, the display’s refresh time accounts for only a portion of the computer’s total input lag. The processor, graphics card, game engine, peripherals and frame generation time also directly affect the total latency. Previously published work from NVIDIA researchers showed that low system latency can improve engagement time and accuracy on small FPS targets. This research also compared refresh rate and system latency across competitive gaming tasks.
LG Display’s statement omits some technical details needed to evaluate the test results. The company did not share the name, monitor model, screen resolution and graphics hardware of the FPS game used by the players. In addition, the test time, frame rate produced by the computer, individual player results and margin of error were not included in the statement. Since complete statistical data is not available, the confidence interval for the 10 percent difference between 240 Hz and 480 Hz is unknown.
Frame rate plays an important role in taking advantage of the number of images offered by the 480 Hz screen. When the computer cannot get close to 480 frames per second, the panel cannot display a completely new game frame with each refresh. In addition, resolution and graphics settings directly change the number of frames produced by the graphics card. LG Display did not specify in its description what average frame rates the test computer achieved at these four refresh rates.
Independent academic studies offer different results regarding the effect of refresh rate on player performance. A study conducted in 2024 with 26 participants found no significant difference in player performance after 30 Hz. In contrast, another study from 2026 determined that low latency with a high refresh rate increased target accuracy. The same study also added to the measurement results that participants eliminated targets in a shorter time.
Differences in game, task, player level, panel, and computer between studies prevent direct comparison of results. LG Display’s experiment included only adult male gamers, limiting the total number of participants to 31 people. The company also did not share with the public the competitive gaming experience of the participants and their distribution by skill level. The results declared are based on hit scores recorded at 60 Hz, 240 Hz, 360 Hz and 480 Hz settings.