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Re: 120Hz reduces input lag of 30fps and 60fps!

Posted: 25 Apr 2018, 11:49
by Chief Blur Buster
MrBrown wrote:But that will only work if games can be forced to output at 120 Hz. We know from the PC side that most games start in 60 Hz mode, then in the settings we can select 120/144 etc.

If the Xbox games ask the monitor to switch to 60 Hz, there will be zero advantages.
The good news.... It is going to be centralized.

If you select "720p" in the centrallized settings, it stays in 720p for all games.

If you select "1080p" it stays at 1080p even if the games downscale, the signal stays 1080p (with the low-rez upscaled).

The same is for the upcoming 120Hz setting -- if you select 120Hz centrally, it stays at 120Hz signal, even if the framerate stays down at 30fps or 60fps. (Benefit: Lower lag). Just like if you select 1080p centrally, it stays at 1080p signal, even if the resolution is downrezzed. (Benefit: Looks better than 720p). Same centralization thing.

That's the plan.

Re: 120Hz reduces input lag of 30fps and 60fps!

Posted: 26 Jun 2020, 07:51
by Console120
Chief Blur Buster wrote:
23 Apr 2018, 14:19
Everyone.

One important consideration: Input lag

60fps @ 120Hz has much less VSYNC ON input lag than 30fps @ 60Hz on the same display.

Frames refreshed faster onto the screen surface. Instead of a 30fps frame being scanned-out onto the panel in 1/60sec, you now have a 30fps frame scanned-out onto the panel in 1/120sec.

That _really_ makes a big difference.

Also, VRR ranges needs to be huge so that you don't get the VSYNC ON input-lag increase effect at 60 frames per second. You need to run at framerates below VRR maximum, to fully eliminate the backpressure input lag that is common to VSYNC ON or when hitting maximum framerate on a VRR monitor.

As people know from the various GSYNC articles on Blur Busters, we cap a few frames per second below max Hz. We were the world's first to measure the input lag of variable refresh rates back in year 2012 ... (FreeSync is a variable refresh rate tech, similar to GSYNC). So, 60fps would have no VSYNC ON lag due to it never being VRR max. So 60fps FreeSync has much less input lag if the FreeSync monitor is at least approximately ~61Hz or higher (preferably ~65Hz or higher).

So giving consoles 120Hz + VRR is a two-way input-lag fix:
--> Reduction in input lag from faster 120Hz refresh cycles of 30fps or 60fps content; AND
--> Reduction in input lag from no longer hitting VRR maximum.

Just one of the two is a big lag reduction.
Having both is having cake and eating it too.
Low-lag 30fps and low-lag 60fps FTW!
One question are there any monitor that will force display a higher refresh rate than that of the input signal IE a PS4 on a Acer Gaming monitor is there a way to lock the display at 120 hrz on the HDMI

Re: 120Hz reduces input lag of 30fps and 60fps!

Posted: 28 Jun 2020, 07:38
by Xdico
Any idea what’s best currently. Knowing that Xbox only supports 60hz+freesync and doesn’t support 120hz+freesync. Which one is better and are there any other ways to reduce input lag on Xbox

Re: 120Hz reduces input lag of 30fps and 60fps!

Posted: 23 Jun 2022, 11:01
by yamaci1775
a question. with a 48-144 hz vrr screen and with a game that i plan to target a locked 60 fps, is it better to let screen refresh at 60 hz or is it better to tighten the LFC window (to 72 hz) and force screen to refresh at 120 hz for 60 fps?

also would such a move broke the screen or vrr interactions?

Re: 120Hz reduces input lag of 30fps and 60fps!

Posted: 23 Jun 2022, 18:20
by Chief Blur Buster
yamaci1775 wrote:
23 Jun 2022, 11:01
a question. with a 48-144 hz vrr screen and with a game that i plan to target a locked 60 fps, is it better to let screen refresh at 60 hz or is it better to tighten the LFC window (to 72 hz) and force screen to refresh at 120 hz for 60 fps?
Keeping it simple: For lowest latency, try to always use max Hz VRR.

Refresh the screen at 144 Hz, even for a 60fps locked framerate game -- especially if the game can accurately framepaces the 1/60sec frames every 1/60sec.