Classic sharpen filters don't require lookahead buffer processing, so it's a processing delay without framebuffer delay. Generic shader-based sharpen algorithms are really fast on modern GPUs, so framerates should drop only slightly, and the input lag is simply the frametime difference of the two framerates (before/after). AKA, likely far less than a millisecond.Alpha wrote: ↑14 Jul 2020, 13:12One thing mentioned,with some prosettings is "image sharpening in the NVIDIA control panel to be the best combination for competitive play.".
Any thoughts on this or straight a long Chief's post above? I recall seeing somewhere there was in fact a reason you wouldn't use the overlay for the sharpening and it should be done at the control panel.
If there's an AI-based algorithm (like DLSS) to the sharpening algorithms, the processing delay may be slightly higher, but the good news is that DLSS compensates by using a lower resolution generating a higher frame rate, which doesn't slow down as much.
BTW, on the topic of sharpening -- DLSS is sort of an AI-driven sharpening algorithm (of sorts). So DLSS framerate-improvement lag-reduction outweighs DLSS processing lag -- the lag increase is correspondingly cancelled-out by lag decreases. So if you want a way of sharpening images without much lag, you can use DLSS methods at higher-quality settings.
I also write about DLSS as part of Frame Rate Amplification Technologies (FRAT). The best FRAT either maintain lag (add extra frames without increasing lag) or decrease lag (reduce frametimes). This is superior to old-fashioned TV interpolation.