ATi7500 wrote:Is the Unreal Engine "Framerate smoothing" an efficient framecap?
In my experience, the Unreal Engine's in-game FPS limiting solution is a good one.
ATi7500 wrote:With Vsync ON, does it make any sense to keep it above refresh rate (as default for maxsmoothedframerate is 62)?
If your purpose is to avoid V-SYNC input lag, no.
ATi7500 wrote:How come default maxsmoothedframerate isn't 60? What's the reasoning of keeping it 2 frames above?
You'd have to ask the devs "why" on that.
But my assumption is when the limiter was originally created, and that value was initially decided on, 60Hz was predominate, and less was known/prioritized regarding V-SYNC input lag.
ATi7500 wrote:I know that setting a framerate cap below refresh rate at a fixed value (59 with 60Hz) induces stutter every second. Does this happen in both on double buffered and triple buffered vsync?
Yes.
So even though UE has a decent in-game limiter, if you're using standalone V-SYNC and want to prevent V-SYNC input lag while avoiding as much recurring stutter from this as possible, you're better off using an RTSS FPS at the decimal level, or some such other V-SYNC-only low lag method over an in-game limiter:
https://www.blurbusters.com/howto-low-lag-vsync-on/