Optimal input lag for Apex (volatile vs consistent)
Optimal input lag for Apex (volatile vs consistent)
So i've been reading a lot of topics in this forum, the Grandmaster @Chief Blur Buster gave me some insights. I like to play competitive FPS (Apex Legends right now).
In a nutshel we have to choose between:
low but volatile input lag (no fps cap no sync tech) - the fps will range top to bottom, frametimes too
monitor hz cap(no gsync) or -3 fps for gsync - can be volatile if you mantain like 160 to 200 fps ingame right? Ex: Cap at 240 but my fps varies between 160-240 in some map areas.
higher but consistent input lag - cap at 5% low of fps. Lets suppose its 160, so I have to cap this way for consistency right?
What is the best way to detemine 5% low fps?
If the consistent input lag is inside VRR range should it be better to use GSYNC + VSYNC? What would I gain from aiming perspective? I tried using it but the mouse feels odd/slippery, I don't know if I have to get used to but missed a lot of shots and sprays, even with low recoil R301.
I know some of you guys will say going to 240 fps to 160 may be placebo because low variation of frametimes, but the mousefeel and the shots are just different, I can feel it.
My config
RTX3070
AMD RYZEN 5700X
ASUS VG259QM (240hz 120OD)
16GB RAM 3600mhz
In a nutshel we have to choose between:
low but volatile input lag (no fps cap no sync tech) - the fps will range top to bottom, frametimes too
monitor hz cap(no gsync) or -3 fps for gsync - can be volatile if you mantain like 160 to 200 fps ingame right? Ex: Cap at 240 but my fps varies between 160-240 in some map areas.
higher but consistent input lag - cap at 5% low of fps. Lets suppose its 160, so I have to cap this way for consistency right?
What is the best way to detemine 5% low fps?
If the consistent input lag is inside VRR range should it be better to use GSYNC + VSYNC? What would I gain from aiming perspective? I tried using it but the mouse feels odd/slippery, I don't know if I have to get used to but missed a lot of shots and sprays, even with low recoil R301.
I know some of you guys will say going to 240 fps to 160 may be placebo because low variation of frametimes, but the mousefeel and the shots are just different, I can feel it.
My config
RTX3070
AMD RYZEN 5700X
ASUS VG259QM (240hz 120OD)
16GB RAM 3600mhz
- Chief Blur Buster
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Re: Optimal input lag for Apex (volatile vs consistent)
It varies a lot from game to game.
For some games, RTSS Scanline Sync can absorb latency jitter better than VRR. For other games it can be vice-versa.
While capped VRR can help some games, it may not always for all games. Basically VRR doesn't de-vary the variable rendertimes from the VRR framepacing. Some sync technologies will give a small buffer for erratic rendertimes.
VRR is more forgiving, while RTSS Scanline Sync is very unforgiving (works reliably only if GPU workload is 50% or less).
You will have to experiment depending your specific system, specific GPU, and specific game.
For some games, RTSS Scanline Sync can absorb latency jitter better than VRR. For other games it can be vice-versa.
While capped VRR can help some games, it may not always for all games. Basically VRR doesn't de-vary the variable rendertimes from the VRR framepacing. Some sync technologies will give a small buffer for erratic rendertimes.
VRR is more forgiving, while RTSS Scanline Sync is very unforgiving (works reliably only if GPU workload is 50% or less).
You will have to experiment depending your specific system, specific GPU, and specific game.
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Re: Optimal input lag for Apex (volatile vs consistent)
If I try Scanline sync it will try to reach 240fps on 240hz, so I shouldn't cap at where 95% of my ingame fps stands right?Chief Blur Buster wrote: ↑03 Mar 2023, 20:03It varies a lot from game to game.
For some games, RTSS Scanline Sync can absorb latency jitter better than VRR. For other games it can be vice-versa.
While capped VRR can help some games, it may not always for all games. Basically VRR doesn't de-vary the variable rendertimes from the VRR framepacing. Some sync technologies will give a small buffer for erratic rendertimes.
VRR is more forgiving, while RTSS Scanline Sync is very unforgiving (works reliably only if GPU workload is 50% or less).
You will have to experiment depending your specific system, specific GPU, and specific game.
- Chief Blur Buster
- Site Admin
- Posts: 12102
- Joined: 05 Dec 2013, 15:44
- Location: Toronto / Hamilton, Ontario, Canada
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Re: Optimal input lag for Apex (volatile vs consistent)
If motion blur reduction and/or smoothness or lag consistency (without VRR) is more important, then lower your refresh rate until only 50% of your GPU is utilized. That's why 120fps 120Hz perfect-smooth strobed mode (with no double images) often looks better than 240fps 240Hz erratically-jittery-duplicate-imagery strobed.brw0lf wrote: ↑04 Mar 2023, 06:12If I try Scanline sync it will try to reach 240fps on 240hz, so I shouldn't cap at where 95% of my ingame fps stands right?Chief Blur Buster wrote: ↑03 Mar 2023, 20:03It varies a lot from game to game.
For some games, RTSS Scanline Sync can absorb latency jitter better than VRR. For other games it can be vice-versa.
While capped VRR can help some games, it may not always for all games. Basically VRR doesn't de-vary the variable rendertimes from the VRR framepacing. Some sync technologies will give a small buffer for erratic rendertimes.
VRR is more forgiving, while RTSS Scanline Sync is very unforgiving (works reliably only if GPU workload is 50% or less).
You will have to experiment depending your specific system, specific GPU, and specific game.
However, 240fps 240Hz definitely has lower lag, so you have to pick your priorities and pick your poison. Intentionally lowering refresh rate can sometimes improve motion quality, if done correctly in the Right Tool For Right Job situations!
Some people add QFT (Quick Frame Transport) by ToastyX CRU "Vertical Total Calculator" to transmit 120Hz refresh cycles in 1/240sec over the video cable -- for lower-lag lower-Hz modes that simultaneously has less strobe crosstalk, if your priority is motion blur reduction.
Head of Blur Busters - BlurBusters.com | TestUFO.com | Follow @BlurBusters on: BlueSky | Twitter | Facebook
Forum Rules wrote: 1. Rule #1: Be Nice. This is published forum rule #1. Even To Newbies & People You Disagree With!
2. Please report rule violations If you see a post that violates forum rules, then report the post.
3. ALWAYS respect indie testers here. See how indies are bootstrapping Blur Busters research!
Re: Optimal input lag for Apex (volatile vs consistent)
Hi, I will add a question to the table, let's say you have a system that reaches 299-300 FPS in game (1080p), but you have a 360hz monitor..
Keep in mind the game we are discussing (Apex) is limited by it's engine to 300 FPS max.
Should I reduce my FPS to 298 to make it stable there? Or which would be the best configuration between monitor and FPS caps?
Thank you
Keep in mind the game we are discussing (Apex) is limited by it's engine to 300 FPS max.
Should I reduce my FPS to 298 to make it stable there? Or which would be the best configuration between monitor and FPS caps?
Thank you
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ChildOfLuna
- Posts: 15
- Joined: 08 Feb 2023, 12:10
Re: Optimal input lag for Apex (volatile vs consistent)
Hello. Can anyone Explain how changing a gpu setting like resolution in apex affects internet latency?
Here is an example https://streamable.com/qxkk75
Here is an example https://streamable.com/qxkk75
- Tiberiusmoon
- Posts: 154
- Joined: 10 Feb 2023, 05:05
Re: Optimal input lag for Apex (volatile vs consistent)
Its possible the game has bad handling of scaling non native resolutions.
Or it conflicts with how Nvidia does scaling.
Or it conflicts with how Nvidia does scaling.
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ChildOfLuna
- Posts: 15
- Joined: 08 Feb 2023, 12:10
Re: Optimal input lag for Apex (volatile vs consistent)
Possible option. If you noticed before I changed res the bullets shot hit instantly and after I change the resolution everything becomes delayed, 4-5 sec delay at shooting and every action, this happens for 30 sec after that gameplay resumes normally.Tiberiusmoon wrote: ↑23 Apr 2023, 07:32Its possible the game has bad handling of scaling non native resolutions.
Or it conflicts with how Nvidia does scaling.
I didnt capture it in the video but when I change resolution my internet latency jumps to 200 ms for a few sec then returns to normal
