Question about input lag with VRR on a high RR monitor with a low fps game.

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Dooberknob
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Question about input lag with VRR on a high RR monitor with a low fps game.

Post by Dooberknob » 24 Aug 2021, 13:28

The way I understand it, monitors will have the least input lag when displayed at their maximum refresh rate. I've seen tests that show very high performance 360hz monitors perform poorly when used at 60hz.

So say for example you're playing a game on a 360hz monitor that is locked to 60fps with Gsync/Freesync on. Since the refresh rate rate is now going to be around 60hz to match the fps, would this add lag, or does VRR have some way of keeping the high refresh performance at low refresh rates? Would it be better to turn VRR off and use Vsync instead in this scenario if you're having problems with tearing?

Thanks.

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jorimt
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Re: Question about input lag with VRR on a high RR monitor with a low fps game.

Post by jorimt » 24 Aug 2021, 14:43

Dooberknob wrote:
24 Aug 2021, 13:28
The way I understand it, monitors will have the least input lag when displayed at their maximum refresh rate. I've seen tests that show very high performance 360hz monitors perform poorly when used at 60hz.
The issue you're referencing only applies to 360Hz monitors forced to a physical 60Hz refresh rate, as most 240Hz+ monitors do scanout rate conversion to try and fit and/or stretch a 60Hz signal to the higher native max refresh rate of the display, creating additional delay. This scenario is really only relevant if you're considering the monitor for a game console that is limited to 60Hz.

Scanout rate conversion does not apply to 360Hz VRR at 60 FPS, which would actually have faster frame delivery than 60 FPS on a native 60Hz display due to the increase in scanout speed (16.6ms vs 2.8ms).
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Dooberknob
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Re: Question about input lag with VRR on a high RR monitor with a low fps game.

Post by Dooberknob » 24 Aug 2021, 16:48

The issue you're referencing only applies to 360Hz monitors forced to a physical 60Hz refresh rate, as most 240Hz+ monitors do scanout rate conversion to try and fit and/or stretch a 60Hz signal to the higher native max refresh rate of the display, creating additional delay. This scenario is really only relevant if you're considering the monitor for a game console that is limited to 60Hz.

Scanout rate conversion does not apply to 360Hz VRR at 60 FPS, which would actually have faster frame delivery than 60 FPS on a native 60Hz display due to the increase in scanout speed (16.6ms vs 2.8ms).
OK, so if I'm understanding this correctly, the scanout rate of the monitor does not change when the monitor is displaying lower refresh rates due to VRR+lower fps. As in the previous example playing a 60fps locked game on a 360Hz monitor with VRR on, I'm still getting the same 2.8ms scanout rate as I would be playing at 360Hz without VRR. I take it the behavior is the same both Freesync and Gsync? The extra lag would only be an issue for example if I plugged a PS4 into the 360Hz monitor, which is locked at 60Hz with no VRR.

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RealNC
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Re: Question about input lag with VRR on a high RR monitor with a low fps game.

Post by RealNC » 24 Aug 2021, 17:24

Dooberknob wrote:
24 Aug 2021, 16:48
OK, so if I'm understanding this correctly, the scanout rate of the monitor does not change when the monitor is displaying lower refresh rates due to VRR+lower fps. As in the previous example playing a 60fps locked game on a 360Hz monitor with VRR on, I'm still getting the same 2.8ms scanout rate as I would be playing at 360Hz without VRR.
Yes. Each frame is completely scanned out in 2.8ms. Then the monitor waits for 13.9ms doing nothing. At 60Hz, the monitor scans out each frame in 16.7ms and there is no waiting at the end. The result is that at 360Hz, you can already see the whole frame by the time 60Hz would have barely finished displaying a little bit of it at the top. So you see each frame faster, thus there's less button to pixel lag.

I take it the behavior is the same both Freesync and Gsync?
Yes.

The extra lag would only be an issue for example if I plugged a PS4 into the 360Hz monitor, which is locked at 60Hz with no VRR.
Yes.
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jorimt
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Re: Question about input lag with VRR on a high RR monitor with a low fps game.

Post by jorimt » 24 Aug 2021, 18:16

Dooberknob wrote:
24 Aug 2021, 16:48
Yes, what RealNC said ^
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Author: Blur Busters "G-SYNC 101" Series

Displays: ASUS PG27AQN, LG 48CX VR: Beyond, Quest 3, Reverb G2, Index OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboards: Wooting 60HE, Logitech G915 TKL Mice: Razer Viper Mini SE, Razer Viper 8kHz Sound: Creative Sound Blaster Katana V2 (speakers/amp/DAC), AFUL Performer 8 (IEMs)

Dooberknob
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Re: Question about input lag with VRR on a high RR monitor with a low fps game.

Post by Dooberknob » 25 Aug 2021, 20:47

Awesome. Thanks guys.

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