Oh, you are right: I was thinking of the trick for GSYNC. Many CS:GO players who hate tearing have said that latency is lower when you use in-game frame rate caps at a rate slightly lower than VSYNC maximum frame rates.Blue_Ninja0 wrote:Why does DK2 have to be multisync for us to be able the use the "trick" you described? Can't we do that at specifically 75Hz? Or did you mean setting the max fps and Hz at slightly below the FPS I'm expected to get from a certain game so that the VSYNC buffer doesn't pile up?
Capped-out VSYNC long has been the holy grail if it weren't for input lag issues. Old 8bit games like Super Mario Brothers and Street Fighter used to synchronize to the blanking interval, and everything was super silky smooth with low lag. But then came 3D rendering architectures, with its frame buffering necessities.Blue_Ninja0 wrote:And if that is so, wouldn't that be the holy grail for eliminating all the screen tearing and input lag problems on all games without the need for G-SYNC? I'm sure I'm missing something.
VSYNC ON combined with frame rate capping lowers latency but not quite to the levels of GSYNC or VSYNC OFF. It is good for non-GSYNC owners that really hate tearing but do not want the large input lag addition it can create.
That is very correct. VSYNC ON is only stutterfree if you do framerate=refreshrate! and that is precisely the situation where buffers begins to pile up and add input lag, as the game finishes rendering but cannot present the frame right away. Capping 1 or 2fps below refresh rate adds back some microstutters.Blue_Ninja0 wrote:And that is disregarding the fact that there are huge fps variation in most games.