By 1; if the pre-rendered frames queue is currently 3 (it fluctuates at any given point depending on a variety of factors), it will reduce it to 2, if it's at 1, it will reduce it to 0 (aka show it "just-in-time), and so on. Highly depends on the system, game, and GPU usage at any given point. Needless to say, LLM is by no means a panacea.
Correct, they aren't directly related. LLM does the same thing with V-SYNC off as it does with V-SYNC on.
For direct input lag reduction purposes, LLM is only for uncapped, GPU-bound scenarios; if your framerate is currently limited by an FPS cap, and your GPU usage isn't maxed, LLM will effectively do nothing to reduce input lag further.
Adaptive sync as in G-SYNC, or adaptive sync as in Adaptive V-SYNC? Either way, RTSS limits FPS by frametime, so as long as your framerate stays at the set RTSS limit, you'll be getting near perfect frametimes, which is why you're seeing what you're seeing. This should apply to any game that RTSS can be used in.bapt337 wrote: ↑11 Apr 2020, 11:18EDIT: also ive notice curious behavior with vulkan engine in RDR2, i use adaptive sync from nvidia control panel, vsync in game disable, no fps limit in game.
If i dont use any cap, only adaptive sync, frametime fluctuate between 15ms and 17ms.
If i use 61 fps cap from RTSS (for 60hz) + adaptive sync,the frametime is just flat 16.6ms.
Is this because RTSS have good frame pacing or maybe directly related with vulkan engine? maybe it doesnt like too much frame?
Also, framerate limiters cap the framerate, but don't prevent tearing, whereas V-SYNC doesn't limit the framerate (it instead uses the VBLANK to throttle it at the max refresh rate, ultimately causing additional input lag), but prevents tearing. Both have different roles.