There are many causes of input lag in the entire chain.noobysnackz wrote:Sorry if this has been answered. I have read the full article and I still have a few questions. With optimal settings are we talking 20ms compared to with everything shut off? Or is for example 15ms delay no matter what and gsync adds only 5ms extra? All this is hard for me to understand I wish there was a conclusion on what games you think its worth using on and games you think you shouldn't use it on.
I play mostly PUBG,OW,and Fortnite. Does having Gsync on but not capping frames add delay or is it basically doing nothing since i am not capping frames or using vsync in nvcp thats how i have been running it. I have the ASUS ROG Swift PG248Q I play at 144hz not at 180hz and even though i tried the optimal setting im just not sure any delay is worth it or not yet but i do admit it looks so smooth.
The display is only one of them.
Here's a simplified diagram that demonstrates how lag can pile up:
Now let's limit scope to ONLY the display (plus drivers/GPU/API -- which has to work with the monitor to pull off variable refresh rate).
The sudden-lag-increase effect when framerates max-out
You should cap just below VRR maximum to reduce input lag. What happens is that input lag suddenly goes up as your framerate hits maximum. You've got a lag-change effect. This was first discovered in year 2014 with the GSYNC Preview #2 -- http://www.blurbusters.com/gsync/preview2 ... The solution to that is to cap your framerate slightly below GSYNC maximum, to prevent it. What happens is whenever your framerate suddenly hits maximum (e.g. 144fps), the input lag suddenly increases, until the framerate falls (e.g. 110fps), where the lag suddenly goes back to normal.
So to prevent the lag-increase effect of hitting your monitor's maximum Hz -- you cap your framerate a few frames per second below max, like 141fps at 144Hz. The 13 frames per second is a safety margin for the slight fluctuations in frame-capping accuracy.
Tests showed that in-game frame rate capping (e.g. CS:GO, Overwatch) had lower lag than external framerate cappers like RTSS or NVInspector. And that for external framerate cappers, RTSS had less input lag than NVInspector.
The common theme that we've found is that capping has less lag than not capping at all.
Generally speaking, roughly In order of laggiest to least laggy for "GSYNC + VSYNC ON" -- it went as follows:
[Biggest lag increase when framerates max out]
- No cap
- NVInspector cap
- RTSS cap
- In-game cap
[Smallest lag increase when framerates max out]
Capping better than no capping for GSYNC + VSYNC ON
So the moral of the story: If you're using variable refresh rate (with VSYNC ON at max) -- then cap your framerate below max Hz -- to prevent the lag-sudden-change effect.
Why cap a few frames per second below?
Cap a few frames per second below, in order to give enough breathing room -- because capping is not always perfect. For example, some frametimes might be 1/143sec and others 1/145sec -- the too-fast frametimes will start to pile up input lag if the display is not keeping up. Because caps are often imperfect, that small bit of safety margin helps. People cap a few frames per second below, e.g. 141fps at 144Hz GSYNC -- to allow maximal possible lag-reducing benefits.
This is essentially the "TL;DR" for whys of GSYNC frame rate capping.