to your guys knowledge the best option for gsync combo which is -3 under, gsync and vsync on in nvcp, and vsync off in game typically. running low latency mode set to "on" which is mprf(1) instead of "ultra" so it doesnt overide the in-game limiter which are usually known to be the best option other than rtss. if i understand correctly.
for "no sync" with either fluctuating framerates and especailly gpu bound low latency mode to "ultra" is the best option. also in ashuns test it seems if the gpu gets remotely on the higher end with syncs off "ultra" also is the better option. its interesting that potentially the lower the gpu utilization, that "ultra" could potentially slighty effect the latency making it higher. but that could be to what jorim was referring to when he was saying.
(sorry i dont know how to highlight when quoting) hope that worked.in non-G-SYNC scenarios, according to Nvidia, "Ultra" LLM has a "just-in-time" frame delivery mechanism, so in non-GPU-bound situations, it may occasionally time delivery of a frame too late, missing a fixed refresh window, causing the previous frame to repeat once over, instead of the next frame showing. If this even happens every few seconds, each of these repeat frame occurrences could cause a minor average input lag increase over LLM "On" or "Off" in non-GPU-bound situations.
so low latency mode set to "on" regardless of sync or not seems to be what you should set it on at the least.
set to "on" for using gsync so "ultra" doesnt override the ingame limiter which is usually the best option. though im confused on the difference of ullm overiding the in game limiter and the science behind that. im probably over thinking it.
at higher gpu ultilization and fluctuating framerates "ultra" performs the best if you arent using any syncs though it could slighty increase latency on the lower end of gpu utilizations.
though as ashun said the times are so tight that its even hard to tell whether ultra is truly having an effect consistently in both cases outside of high gpu utilization. which makes sense also because in battlenonsenses vid the difference in ullm and llm off at 75% gpu at 60 fps was lower but very marginal. could be other factors effecting.
as jorim mentioned that the mprf is effectively (0) until it needs to start queueing due to frame fluctuation and or gpu bound.
though small numbers can add up. that number of latency is so small.that "NO SYNC" gamers would seem to have the most benefits in latency using "ultra" as a global setting as you both said earlier.
though i am curious what that sweet spot could potentially be with llm set to "ultra" in correlation to gpu usage percentages, as it seems theres a point where the return becomes minimal, but it hits that point rather quickly at a higher half of percentages.
assuming i did math right lol. (even tho this probably isnt the case against my own wonder), with your test at 60fps on a 165hz no sync, "ultra" would be beneficial down to around the 20% gpu utilization assuming everything is perfect in conjunction with your set up, the tests you ran, and if percentages stayed consistent all the way down to 0%. but against my own question this is probably not the case at all. as it seems ultra has potential fall off or even out at higher gpu percentages.
wonder how much these would change on a per engine or game basis, if hardly any at all, but it seems that this is just a good general set of measures to set the settings on for how we choose to play regardless.
once again guys ill never stop saying thanks for the info and the time you guys take out of your day and work you do in helping clueless gamers like me understand. ill try not to get in the way too much