petrakeas wrote:This is certainly not the case. It has been explained in this forums as well and it is also explained in less technical terms in the video that @RealNC posted in this thread.
VSYNC's primary function is not to cap the framerate but it accomplishes that as a side-effect due to buffer back pressure.
My explanation was intentionally oversimplified, apparently grossly so to garner such a response from you, as I am actually aware of how V-SYNC works.
I'm also well aware of all of the other sources you provided, and I actually answered a question on the first page of the last thread you linked in your post "EDIT."
I think we're getting caught on semantics at this point...
Replace my "100 FPS (or really any framerate above the display's max refresh rate)" and "all 100 of those frames are being rendered per second," in my last post with "frametime."
"Frametime" reflects render time, and render time can, at points, be "faster" than the max refresh rate with the framerate above it with V-SYNC ON. This is why you don't see the FPS meter on, say, Afterburner, go over your max refresh rate with V-SYNC ON, but why you can still see the frametime meter sometimes dip (lower frametime = higher framerate) when the framerate exceeds your refresh rate with V-SYNC ON.
Lower frametimes (which, again, reflect "faster than refresh rate" render times) is what causes the over-queuing of V-SYNC buffers without a proper FPS limit in place, which, in turn, ultimately causes, yes, the repeated render "blocking," and thus added input lag with V-SYNC ON.
And when I said "V-SYNC does not stop the system from rendering more frames" in my last post (again, obviously too much oversimplification in trying to explain it to you on my part), I meant it doesn't stop it
in time to prevent the added delivery delay when the framerate is well above the refresh rate
without an FPS limit below the refresh rate in place.
You didn't even seem to be understanding the difference between an FPS limiter and Adaptive V-SYNC (or at least the difference in their benefit when using standalone V-SYNC with an FPS limit), and were suggesting Adaptive V-SYNC possibly had lower input lag than standalone V-SYNC with framerates above the refresh rate (which, to my knowledge, are both identical in that scenario, as they both use the same driver-level V-SYNC solution) earlier in this thread, so I wasn't sure how much I had to dumb my explanation down. Obviously, I went too far the other way for you in my last post.
Noted, and hopefully clarified enough now to be to your liking
