Modin wrote:So out of the 4 frames of delay you're talking about, 1 is the first scan, 1 is the second scan and 2 are the pre-rendered frames ?
And probably one more due to the game having sampled player input but then blocked due to the pre-render queue being exhausted. Even though there's no frame involved, it's just as bad as a buffered frame, because the game will be forced to sit on old player input and only be allowed to prepare a new frame based on that input after 16.7ms have passed.
Are we talking about the setting in the nvidia control panel or something specific to games
The setting in the nvidia panel. Games themselves can choose a different pre-render length though, so even if you don't set it to 1, some games will only ever prepare one frame at most.
If I set it to 1, would that be 3 frames of delay instead of 2 ? 16 ms doesn't really seem that big of a deal.
Depends on the game. It can be 3 instead of 4 if the game doesn't take care to not sample player input too early.
I read that 0 pre-rendered frames was an option a while ago, but a minimum of 1 was set at some point. The explanation to why was that without any pre-rendered frames, the cpu could be late at queuing another frame to be rendered, and that could create uneven motion as well as a performance hit. Is that right ?
I don't know. But using RTSS pretty much makes it behave
as if you've set MPRF to 0, even though that's not a valid setting.
But what doesn't make sense to me is that frames would only pre-render during vsync. What gives ? Why not pre-render frames without vsync as well ?
It works without vsync as well. But without vsync, the game never hits the vsync bottleneck. It is free to pre-render and output as fast as it can so there's no back-pressure. But only as long as the GPU can keep up. If the GPU is maxed out completely, then you can get pre-render back-pressure. The CPU runs way ahead of the GPU in that case, and you get this input lag pile-up like you do with vsync. But the GPU in this case isn't slowing down because it's waiting for the vsync signal, it just ran out of steam. You should be able to observe this effect in GPU-limited games. Like Witcher 3, for example. Run it at 4K DSR which will completely saturate the GPU. If you set MPRF to a high value, you will see the pre-render pile-up even with vsync off. As soon as you use RTSS to cap the FPS to a value that the game is able to reach, that pile-up completely disappears and input lag goes away. (This is why RTSS capping is also very useful with g-sync in GPU-heavy games.)
When all is set and done though, even if the above assumptions are not entirely correct, the fact remains that input lag tests have shown that capping your FPS in this manner can get you from something like 100ms or more of input lag down to ~50ms at 60Hz, depending on the game. That is a very big difference that can be felt. It can get you from "mouse feels floaty like a boat" to "this is almost snappy."