Re: 144hz 1080p best 2020 budget monitors with lowest input lag
Posted: 01 Jun 2020, 01:33
Just to be clear, some VRR setups require opposing settings in Control Panel verus Game.
G-SYNC + VSYNC ON in the NVIDIA Control Panel
VSYNC OFF in the Game.
This creates a VRR+VSYNC ON situation, while using the game's unsynchronized framepacing algorithm (if it is designed to have one). This can reduce stutter, keeping gametime:photontime more consistent, when the framepacing isn't assuming gametime (millisecond or microsecond timestamps for frames) towards discrete refresh cycles.
Remember, Blur Busters was the world's first website to test the input lag of GSYNC in year 2014. We're the people who invented "Capping G-SYNC". Anytime you heard people say you need to cap G-SYNC, that was because of our 2014 recommendation.... www.blurbusters.com/gsync/preview2
The way to think about this is when it's capped correctly, VSYNC technology doesn't matter at max Hz because the fallback sync technology (VSYNC ON or VSYNC OFF) only activates when framerates starts to match or exceed max refresh rate in the refresh rate range.
However, you say you already use VSYNC. Typically, GSYNC+VSYNC is not worse than VSYNC only. And when you cap, GSYNC+VSYNC is really GSYNC(fps<Hz) + VSYNC(fps=Hz)
So, as you now realize, Blur Busters invented the VRR cap recommendation.
Anyway, it's sort of missing the point, because the purpose of adjusting the sync setting in the game engine differently from Control Panel (that's already overriden by NVIDIA Control Panel) is simply a workaround to force the game engine to play nice with GSYNC (regardless of GSYNC+VSYNC ON or GSYNC+VSYNC OFF in Control Panel).
Sometimes changing the sync setting changes a game engine's assumption of how the display is handling the frames. G-SYNC is a asynchronous technology like VSYNC OFF -- both of these don't adhere to an exact fixed schedule (like "A frame every 1/60sec"). See How Does G-SYNC Fix Stutters if you want to see a diagram that I created in year 2013.
Mind you, it's possible Talos, specifically, doesn't play well with VRR. In my experience,
Without settings optimization, just trying to launch a random game, you may find that for your library, VRR only works nice about 50% of the time.
With game-dependant settings optimization (including potentially opposing sync settings in NVIDIA Control Panel + Game Engine), VRR works nice more than 75%-90% of the time (aka consistently superior to VSYNC ON in lag, stutters, smoothness on framerate during max Hz, lag on framerate during max Hz, smoothness on framerate below max Hz, lag on framerate below max Hz, etc)
Anyway, we've been the oracle in these matters, as you now realize...
G-SYNC + VSYNC ON in the NVIDIA Control Panel
VSYNC OFF in the Game.
This creates a VRR+VSYNC ON situation, while using the game's unsynchronized framepacing algorithm (if it is designed to have one). This can reduce stutter, keeping gametime:photontime more consistent, when the framepacing isn't assuming gametime (millisecond or microsecond timestamps for frames) towards discrete refresh cycles.
Remember, Blur Busters was the world's first website to test the input lag of GSYNC in year 2014. We're the people who invented "Capping G-SYNC". Anytime you heard people say you need to cap G-SYNC, that was because of our 2014 recommendation.... www.blurbusters.com/gsync/preview2
The way to think about this is when it's capped correctly, VSYNC technology doesn't matter at max Hz because the fallback sync technology (VSYNC ON or VSYNC OFF) only activates when framerates starts to match or exceed max refresh rate in the refresh rate range.
However, you say you already use VSYNC. Typically, GSYNC+VSYNC is not worse than VSYNC only. And when you cap, GSYNC+VSYNC is really GSYNC(fps<Hz) + VSYNC(fps=Hz)
So, as you now realize, Blur Busters invented the VRR cap recommendation.
Anyway, it's sort of missing the point, because the purpose of adjusting the sync setting in the game engine differently from Control Panel (that's already overriden by NVIDIA Control Panel) is simply a workaround to force the game engine to play nice with GSYNC (regardless of GSYNC+VSYNC ON or GSYNC+VSYNC OFF in Control Panel).
Sometimes changing the sync setting changes a game engine's assumption of how the display is handling the frames. G-SYNC is a asynchronous technology like VSYNC OFF -- both of these don't adhere to an exact fixed schedule (like "A frame every 1/60sec"). See How Does G-SYNC Fix Stutters if you want to see a diagram that I created in year 2013.
Mind you, it's possible Talos, specifically, doesn't play well with VRR. In my experience,
Without settings optimization, just trying to launch a random game, you may find that for your library, VRR only works nice about 50% of the time.
With game-dependant settings optimization (including potentially opposing sync settings in NVIDIA Control Panel + Game Engine), VRR works nice more than 75%-90% of the time (aka consistently superior to VSYNC ON in lag, stutters, smoothness on framerate during max Hz, lag on framerate during max Hz, smoothness on framerate below max Hz, lag on framerate below max Hz, etc)
Anyway, we've been the oracle in these matters, as you now realize...