Wow JAG your an idiot. First grab a dictionary and look up the word Incandescence. The light from Incandescence bulbs is a byproduct of the heat it produces.
Second your original posts were refering to my monitors ability to only output 60hz, which if you would have actually read the thread you would have known I'm on a CRT. So quit trying to back up against the "Oh I was talking about the OP's situation" because it was clearly an attack against me.
Third, the fact that you are capping your cl_cmdrate/cl_updaterate to 60 shows you have no clue about the source engine netcode. Since your such an expert on the subject, please tell me the ONE change to the netcode that drastically changed how other people move/register hits moving from the original engine to OJB.
And just so you know, I read your entire post and that still is a strait up contradiction.
Dude, you are posting in a thread where the title is above 60 fps on LCDs, and the OP is clearly talking about 60Hz LCDs. If you are playing on a monitor that runs at a higher refresh rate, it's obviously ideal to have your frame rate go as fast as the images the monitor can show you. I never said the human eye can't see anything above 60 fps, what I said, or at least was trying to say is, you cannot see or "feel" the difference when running at 60Hz.
So if we are talking about yourself playing at 160Hz or whatever your space heater supports there, obviously capping at 160 FPS (or 159 rather) and vsyncing would give you the best possible playing experience, and ideally you would need 160 up/down rates, but rates don't even go that high because it uses too much bandwidth. I have no clue what OJB is or what other things you are talking about. I stopped playing 1.6 after cal died and I stopped caring about competitive cs.
I'm sorry if I misunderstood the environment and equipment you play with. With regards to 60Hz LCDs, my theory AND practice stands.
It's not only about what you see, it's about updating hit box positions so that you have proper hits/misses from opponents or from yourself. Every positional update is sync'd with your frames per second. A hell of a lot more is going on behind the scenes with every image than only what you're seeing.
The more updates the server can receive, the less interpolation is necessary.
You're using improper settings for most servers by capping your FPS like that. I can't even believe you play competitive FPS's like CSS with vsync on.
Ok, here we go back to the reaction time discussion. Once something appears on your screen it takes you about 100ms if you are DAMN GOOD for your your hand to move, and you still aren't aiming at your target, that's just the beginning of the hand movement. By the time you reach your target and shoot, it's probably more like 200ms, and that's if you twitch. At 60 FPS/rates/Hz you are getting updates every 16.6ms. You can't react that fast and make an adjustment, whether you are getting 60 FPS or 600 FPS, so stop pretending like more FPS makes you play better and get more headshots.
But look don't take my word for it, if you want to face me and my capped frame rate, rates and vsync you're more then welcome to add me to steam, jagthecsmaster(at)hotmail.com. That email should give you some insight to who I am. I got disputed for hacking about a million times in cal-im, but those were 1.6 days and those days are long gone. I'm rusty as hell at source, but I bet I can still make you shout out "o ma gad no wai how does he kill me with vsync on?" Let's not make it bitterly competitive, we'll just call it a friendly demonstration that my settings kill you just as well as yours. Ok?
Fact is though, for honesty's sake, that I was never able to use vsync in 1.6, that game had a lot of things based around frame rate, frame rate actually affected player movement speed and how fast your crosshair would recover from recoil. You actually benefited from a higher frame rate in the HL1 engine because of those quirks. But that's not the case in source.