Bendy52 wrote:So i went ahead and used v sync in NVCP and went normal back, But a new issue appeared that every like 20 min or so a small graphical corruption occure for a mil second but i can see it clearly.
Without more details, I don't have a clue what the "graphical corruption" would be. Flicker? A sudden pause or halt? Artifacts? I own the game and play it with G-SYNC enabled, and I haven't noticed such an issue.
Bendy52 wrote:
If G sync and V sync were on and v sync off in game, the fps cap is required for the game to stay working with g sync.
but i can see the latency in SV_netgraph 1 in cs go that the latency is higher py 1-1.5 ms when i use a capper compared to when i leave it off and the frame hit the 144 level. which seems odd comparing what this article says.
There is so much more to input lag than the syncing method used; G-SYNC is responsible for aligning rendered frames to the display's scanout, nothing more. What I covered in my article is simply one aspect of input lag. There are countless other contributors, including online games with ping, tick rate, etc.
As RealNC said, the server response could be tied to framerate, which is entirely unrelated to G-SYNC. I myself am not an expert on netcode, but you can learn more about that via Battle(non)sense's YouTube channel:
https://www.youtube.com/user/xFPxAUTh0r1ty
He covers the subject of netcode in detail.