2mg wrote: ↑19 Jun 2026, 20:06
Anyway just to conclude with what I've learned here that I wasn't really aware of before - if I'm not starving Vsync buffers (FPS-0.XXX<Hz or RTSS/SK sync or VRR) I should at least limit the game so FPS=Hz, and if I don't do that then latency will jump even more but it's irrelevant how much FPS>Hz is, it will always be a fixed amount of more latency.
The thing here is that when you cap your FPS to a rate that will never actually trigger the FPS limiter, then nothing happens. It's like you're not using a limiter at all. 60Hz vsync with a 61FPS cap is the same as with a 120FPS cap because in both cases the limiter is not being activated and does absolutely nothing.
I presume having ULLM=Ultra might have an effect on that (extra) latency here, or perhaps which type of Vsync the game is using
I remember the "max prerendered frames" setting years ago (over 6 years ago when I tested it) had an effect. For testing, I've set it to 7 in profile inspector and got a very high render latency (probably 8) in games, with is of course completely unplayable. Nowadays, it does nothing. Setting to 1 or 7, or anything else, same thing. Doesn't do anything. No idea why.
Since VRR was mentioned, I've seen there's a semi-complicated formula, at least for 240Hz displays, where Reflex caps FPS to 225FPS, I can't find it now, if you have it (for NV, heard AMD has a different one perhaps?) please post it.
3600 * Hz / (Hz + 3600)
To tie in two questions then, is it better to forgo Reflex in that case and use a manual cap of 235-237FPS
Reflex has two parts. One is the latency reduction by avoiding full saturation of the GPU when running without any FPS cap (for example with vsync OFF and completely uncapped FPS.) The other is the Reflex FPS limiter, which in games that implement the Reflex sleep calls correctly, gives a very impressive latency reduction when the cap is reached. So having Reflex enabled just to be able to use the Reflex limiter to cap your FPS to a value the game can reach 99% of the time gives the best latency.
I believe SK (at least modern versions of it) can also utilize the Reflex sleep calls. So even when you use the "VRR low latency" limiter in SK instead of the "DLSS-G" Reflex limiter, it has the same low latency since it hooks itself into the Reflex calls. Obviously the game must have native Reflex implemented, and have it implemented correctly (quite a few games don't implement Reflex correctly and as a result the Reflex limiter doesn't give any latency benefit.)
A good test of the effect is Witcher 3, if you have that installed. The game has a correct implementation of the Reflex sleep calls, and you can cap the game to 24FPS using SK's low-latency limiter, and there's no lag even at that low of a frame rate. It feels weird in that the latency is so low, it feels like the game reacts even before you move the mouse...
does ELMB Sync behave equally at 225FPS vs 235-237FPS (setting aside how ELMB Sync looks in general)?
Probably. The Reflex and "ultra low latency" cap of 225 appears to be there simply due to the frame time variance of Nvidia's limiter. It's rather high and so the cap is set lower to avoid some frames exceeding the vsync rate.
And since LFC is a part of VRR, I've also heard and ofc I can't find it now, that NV has a different threshold and/or multiplier compared to AMD?
It's implemented in the driver so I'd say it's a given that they use different methods.