Right tool for right job.woland wrote: ↑25 Oct 2022, 15:07Thank you for the detailed explanation. I'm interested in lowest lag PureXP, so I'm using it without any sync tech. Additionally my game of choice (Apex) cannot run a frame rate higher than 300 fps. I've managed to get my FPS consistently above 240, hence the question of whether I should lock at 240, 239.76, or something else entirely (or if it doesn't matter )?
VSYNC OFF is good if you can just spray brute framerate (e.g. 300+fps) in competitive games like CS:GO. Strobe backlights can have a perceptual "aim stabilizing" effect (less motion blur during gun recoils) which is why some vendors call strobe backlights an "Aim Stabilizer", and it works fine at unsynchronized frame rates.
However, some games stutter so much and strobing can amplify jittering (strobe jitters). So framerates that fluctuate near Hz (e.g. 200-250fps) can look extremely jittery. For that, I recommend lowering refresh rate and using RTSS Scanline Sync to improve your aiming. framerate=Hz may have a smidge higher latency, but there's far less latency volatility.
Some people like predictable "exactly Xms" latency, instead of a volatile "(X-3)ms through (X)ms random latency". So you burn a slight amount of average latency, in order to get consistent latency, which can be superior in certain games. Also, jitter-free scrolling in RTS can
be a big boon. DOTA2 scrolling looks amazing at capped 180fps RTSS Scanline Sync, which is why some competitive players like to use that since ultrasmooth operation can sometimes improve focus, fewer mis-scrolls or mis-aims from strobe-amplified jitters.
This can be read at HOWTO: Using ULMB Beautifully or Competitively to balance your latency-priority need versus clarity-priority needs, because sometimes maximizing latency-priority creates a slight clarity-degrade effect, especially if you're not able to spray brute framerate far beyond Hz to compensate for strobe jitters that can interfere with aiming / scrolling / reading labels while scrolling in RTS-style games (e.g. like www.testufo.com/map or www.testufo.com/framerates-versus ...) or other crosshairsless games like Rocket League, where it is useful to minimize eye tracked motion blur. That's why some people use the 180Hz QFT compromise for certain crosshairs-less competitive games that are unable to reach perfect-smooth 240fps
Seeing things better = react faster = compensates for lag.
The lag chain includes the HUMAN reaction time.
And if strobing improves your reaction time for a specific gaming tactic (e.g. eye-tracking the flying ball in Rocket League) more than the increase in latency caused by the sync/strobe technologies, then it can be favourable to use a low-latency framerate=Hz sync technology to force latency consistency, such as "VSYNC ON + NULL" or such as "RTSS Scanline Sync".
It's an art of "Is the motion blur or stutters/jitters slowing down my reaction time?" leading to "Is there settings that can massively improve my reaction time more than the increase in lag caused by the setting?" = reduction in human button-to-photons latency, despite higher latency of the sync technology. This happens more often in crosshairsless situations, where you're forced to eye-track, where the motion blur is blatantly the worst (e.g. www.testufo.com/eyetracking ....) and thus, more worthy of optimization.
When you keep eyes stationary, like on a crosshairs, strobing doesn't help as much as in other games that force you to eye track moving objects, because strobing helps eye-tracking more often (demo: www.testufo.com/eyetracking ...)
So the reduction in human reaction time latency is a "YMMV" (Your Mileage May Vary) situation, and adjusting strobe settings and sync settings can improve your human reaction time in certain games.