Refresh rate is the whole argument
Everything else on a monitor box is negotiable. Refresh rate is not, because it
sets how long you wait for the screen to show you something that has already
happened in the game.
At 60 Hz a new frame arrives every 16.7 ms. At 144 Hz, every 6.9 ms. At 240 Hz,
every 4.2 ms. Those gaps are the delay between a player stepping into your
crosshair and you being shown it, and they sit on top of every other delay in
the chain — your mouse, the network, your own reaction time.
The shape of that list matters more than the numbers. Going from 60 to 144
removes almost 10 ms. Going from 144 to 240 removes under 3. The first is a
change anyone notices inside a minute; the second is real but small, and it is
the point where most people should stop and spend the difference on the machine
driving it.
A panel is only as fast as the frames you feed it
This is the mistake that costs the most money. A 240 Hz monitor fed 130 frames
per second behaves like a 130 Hz monitor. The panel cannot invent the frames
your graphics card did not draw.
Before choosing a refresh rate, look at what Counter-Strike actually reports on
your machine at the settings you play with. Buy the panel that matches it, or
buy the panel you are upgrading towards and accept that the benefit arrives
later.
Why the professional field is still on 24-inch 1080p
It looks like conservatism and it is not. Two reasons, both practical.
The first is field of view. At normal desk distance a 24-inch screen fits
inside the area your eyes cover without moving. Nothing is in a corner you have
to look at deliberately. Go bigger and the minimap, the ammo counter and the
edges of the screen start costing eye movement — small, but constant.
The second is frames. 1080p is the cheapest resolution to drive, and many
players go further and run 4:3 stretched, which cuts the rendered pixel count
again while making models wider. Whatever you think of the aesthetics, the
motivation is the same: spend nothing on pixels, spend everything on frames.
If the monitor also has to be your work screen, this argument weakens and 1440p
at 27 inches becomes reasonable. Know which trade you are making.
Reading the response-time number
Manufacturers quote two different things and rarely say which.
GtG — grey to grey — is roughly how long a pixel takes to change shade. It
is the closer of the two to a real measurement, and it is quoted at the panel’s
best case rather than its average.
MPRT — moving picture response time — describes perceived motion blur, and
reaching a low figure usually means the backlight is strobing: flashing off
between frames so each one is shown briefly. That does reduce blur. It also
reduces brightness and can be visible as flicker.
Neither number ranks two monitors reliably. Any modern gaming panel is fast
enough that the refresh rate, not the transition time, sets what you see.
The part nobody puts on the box
Counter-Strike is played at low sensitivity, and low sensitivity needs
forearm room. A monitor stand occupies the exact stretch of desk your mousepad
wants.
An arm takes the screen off the desk entirely, and it lets you put the top of
the panel at eye level, which most included stands cannot reach. It is the
cheapest upgrade on this page and the one people think about last.
What we would ignore
Contrast ratios in the thousands. Quoted in a dark room on a static image.
You are playing a game where the practical question is whether you can see
someone in a shadow, and that is a settings problem, not a panel one.
HDR under about 600 nits. A logo, not a feature.
Built-in speakers. They exist so the box can list them.
Anything described as an esports mode. It is usually a preset that raises
brightness and crushes the dark end. You can do that yourself in two minutes.