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How many frames of lag are there with the following

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Re: How many frames of lag are there with the following

Postby Eregoth » 12 Oct 2017, 18:54

Thanks so much for taking the time to explain. This is exactly the info I was looking for.

So if I understand the last part correctly - by slightly increasing the monitors refresh rate and keeping the RTSS limiter at exactly 60 FPS, it should ensure that the in-game limiter is in effect most of the time. RTSS only takes over when the target framerate exceeds 60 FPS, due to fluctuations or inaccuracy, thus reducing both microstutters and input delay due to buffer build-up. Is that somewhat correct?
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Re: How many frames of lag are there with the following

Postby RealNC » 12 Oct 2017, 19:48

Yes. Although many 60FPS games are actually capping to 63FPS or 62FPS. This is done to actually make sure the buffers are filled. By default, developers care less about input lag and more about filling all available buffers (to guard against 1-frame or 2-frame render time spikes.) Using RTSS will take care of those games too.
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
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