Sparky wrote:Yes, because the camera direction is updated with framerate, not tickrate, so you get better animation and feedback on your inputs.
Obviously, but FastSync discards excess frames, right? And so you will only get a refresh amount of frames anyways. Doesn't really make a large latency difference whether that amount is achieved with a cap or by throwing frames away after the fact, does it? Besides, 128fps is more than enough in terms of update intervals/latency, considering decades of competitive FPS have been played on 100/125fps. Obviously more is better, but I'd always prefer a stable sufficient rate.
Sparky wrote:Capping framerate asynchronously will give you either 1/framerate or 1/refresh rate of judder(whichever is less). If you can maintain framerate=refresh rate, doubling framerate will cut judder in half, and will decrease full chain latency by about 6ms on average(assuming you're using fast sync or fullscreen windowed).
I never found this too noticeable at all. That's one judder per second, but otherwise you get very precisely timed frames, i. e. a very consistent animation (as opposed to tearing and frame frequency affecting the animation throughout without VSync - microstuttering).
But I get that FastSync has an advantage there. Fullscreen windowed though? You mean forcing the DWM to handle the game? Which is not VSync but essentially the same as FastSync, right? Only allowing full frames to be drawn.
RealNC wrote:But it stutters. And that's annoying.
I obviously don't play with it and so I can't say I have the experience to say otherwise, but from my time playing around with it there was no noticeable stutter. Plus it's a once-per-second thing that also occurs in a predictable fashion. As long as you can precisely keep the framerate up that is, of course.
RealNC wrote:This is not CS:GO specific. Every game feels more fun when the mouse feels less like a boat when you look around.
At 128+fps no game's input feels like a boat.
I personally cap at 128fps (without VSync) and it is plenty. I get that "more is better", but not only does FastSync apparently discard excess frames (I get there's still a latency difference to a capped framerate), but it's not like there's a noteworthy advantage to framerates above 128fps either. Things get marginally smoother and latency is marginally less, but I keep 2.0 ratios in DM with 128fps (@128Hz) and didn't notice improvements when I uncapped framerate (or increased refresh for that matter). 128 as per tickrate is what you should always have to be competitive, and I know more is always better even in terms of netcode too (runs smoother and no risk of dropping frames and thus missing packets), but I prefer rock-stable (0.00var) framerates and like I said, 128fps is plenty.
Trip wrote:Tickrate doesnt effect the mouse movement in any way as far as I know. Which is what most people experience as a game being smooth. If you have higher framerates then the tickrate it wont affect hit registration or your reaction times. But it does improve your ability to aim albeit slightly. In the case of fast sync it decreases latency the higher it is so in that case it helps you with reaction times as well although I doubt anyone would use fast sync over no vsync in high level matches.
Tickrate indeed doesn't affect your input rendering as that is predicted, but FastSync discards frames anyway and so the actual latency difference between Xfps capped and Xfps "adjusted" from Yfps is not simply Xfps vs. Yfps. And high framerates do help with reactions times and stuff since latency (both input and output) decreases. But that's pretty marginal; 100fps vs. 1000fps is a 9ms difference. Not a big deal when you consider reaction times being on average in the 200ms region. Yes, latency stacks, but framerate is not where you will make the biggest diference there, and I wouldn't want to sacrifize stable frame frequency and a consistent world animation for a few milliseconds less latency.
That said, for competitive purposes just not using VSync/GSync/FastSync/WhateverSync is obviously the way to go. You don't even notice tearing in fast-paced FPS, especially when you are at multiples of refresh or just have high FPS.
For everything else I'd have to see FastSync in action, but to me VSync + cap just below refresh seemed pretty stellar given you have a 120+Hz monitor and a machine that can keep the capped framerate stable.