tygeezy wrote:Source engine framerate cap seems to be particularly inaccurate. If I cap with rtss at 140 I get a lock 7.14 ms pretty much locked. With the in game capper at 140 the frametimes bounce between 9 and 11 with it never going below 9 ms.
Dishonored 2 has a great framerate capper. It doesn't have as many options as other cappers, but the rates it can set seem to be more accurate. I settled in on 75 fps with some graphic tweak to hit that rate at all times and it's locked at 13.33 ms frametimes.
As I said in my initial reply, frametime consistency isn't necessarily the ultimate goal with an in-game limiter. Again, just because RTSS has steadier frametimes, doesn't make it superior, it is simply a side-effect of its functionality.
Yes, CS:GO has a quirky limiter, but it's still lower latency than RTSS. As for Dishonored 2's in-game limiter, while it isn't as flexible, it should also be superior to RTSS in input latency levels.
Also, don't get caught on perfect frametime output, at least if it is at or fluctuating above (lower frametimes) your target framerate. Let's say you have a 60 FPS in-game limit, and you watch the frametime meter fluctuate between 16.6ms (the target frametime), and, say, 12ms, 14ms, 8ms, 16.6ms, etc. Frametime is separate from scanout time. Frametime dictates how long it takes a frame to be rendered and ready for scanning in. It could theoretically sit there forever until the display decides to refresh and start scanning it in.
In other words, as long as the fluctuating frametimes you are seeing are lower than your set framerate limit, they will be displayed in the desired intervals regardless if they finish earlier or not. The only thing lower fluctuating frametimes with in-game limiters can cause is less input lag.
tygeezy wrote:@jorimt Would frame times that are faster than your monitors refresh rate cause tearing if you have gsync on vsync off and input lag if you were gsync on vsync on?
Have you read my article in full? It has all of those answers in detail.
But short answer, yes, G-SYNC + V-SYNC "Off" can tear if frametimes exceed the max refresh rate target, but it can also tear if the framerate drops suddenly with that combination. This is why you need G-SYNC + V-SYNC "On," which compensates for sudden shift in frametime. The only "lag" it adds over the other combo is lack of tearing.
RealNC wrote:So the topic is about non-gsync vsync

I was confused about that myself, but I think the OP is switching between both.