Years of "Input Lag" With Perfect FPS — Turned Out to Be a Scaling Issue?

Everything about latency. This section is mainly user/consumer discussion. (Peer-reviewed scientific discussion should go in Laboratory section). Tips, mouse lag, display lag, game engine lag, network lag, whole input lag chain, VSYNC OFF vs VSYNC ON, and more! Input Lag Articles on Blur Busters.
ManWhoSoldTheWorld
Posts: 31
Joined: 18 Jun 2021, 18:58

Re: Years of "Input Lag" With Perfect FPS — Turned Out to Be a Scaling Issue?

Post by ManWhoSoldTheWorld » 11 Feb 2026, 19:45

Know the feeling all too well! :-)
From my experience it is really easy to tell when the setup is not working as intended.
1) Boot up the computer
2) Go into CS2 DM
3) Fast flicking of the mouse (can also bind lookleft/right to a button and just observe how the monitor presents the frames)

[everything is tuned for lowest input lag with uncapped FPS - frame pacing etc is not taken into account]

Will easily see and feel the state of the situation
- Broken = flickery image (still looks perfect when doing different UFO Tests)
- Perfect = smoother/snappier transition between frames

It's like the responsiveness of the monitor suddenly has gotten worse since last boot - Like what is rendered is slightly behind what is supposed to be there.
- A setup with vsync+gsync+NvidiaReflex will hide the visual hint that something is obviously wrong, but you will still play like a bot :)
- Using in game cap set below refresh rate will also hide the visual hint.
When playing in this state, every aim dual is completely lotto with spray, eye-to-hand coordination, and movement being "off".


Simple step to verify you can indeed see and feel small visual changes → change the following parameter:
- Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Games
- Set "GPU Priority" to "1"
On every setup I've had over the years, this simple change will drastically change the visual representation on the monitor.
- Use the bind for lookleft/right and record with your phone.
- When turning corners, what is around the corner "renders" faster.
- I do not recommend using "GPU Priority" = "1" permanently as the game and render thread seems to get out of sync. This is just meant to show that it is in fact easy to notice the difference in milli-second visual changes. Swap between the values "1" and "8" on "GPU Priority".
Fun-fact: CS does not use the "Games" key in MMCSS -> See documentation from user "Timecard" -> But it obviously still affects cs

I can somewhat relate it to people saying games feel amazing after first boot of a fresh Windows installation, but everything immediately breaks on the second boot. I've got a "hunch" that this is related to added/mutated variables that are used in link-training with the monitor during boot. By playing around with CRU and/or other graphics related settings, you can "break the broken" setup and feel the correct response already at the desktop. At the next boot everything will be back to a broken setup. But it is not necessarily easy to replicate by doing the same steps every time after boot, which has me puzzled.
- The same flip model is equal in both scenarios (perfect vs broken)
- I've not been able to locate any differences in available config
- Might be some parameters in the GPU driver - When we find what is changed, I believe we will also find a solution.

So... skipping all debugging steps, I strongly believe the issue is created when the driver builds the display head configuration:

On the very first boot after driver install, the driver doesn’t yet have:
- Stable power telemetry
- Established display timing history
- Learned clock ramp behavior
- Finalized display engine policy tables
So it may initially run with a different scanout timing policy before switching to its steady-state behavior.

After a reboot, once initialization completes, it switches to a "Steady-state" throughput-optimized scanout model
- This model slightly increases the buffer window between: Frame finished rendering → Frame latched for scanout

From what I understand we’re talking fractions of a millisecond of phase shift, but that is exactly what the flick test (at high Hz & framerates) is sensitive to.

So our problem seems to be located:
After:
Game → Present → Flip Model → Frame ready

And before or possibly at:
Scanout → Cable → Monitor

And there is no "knob" to manually tune the guard-band/latch window. It’s like reboot roulette, but at the driver’s display engine level. The solution seems to be in a sacred ritual that forces the "good" link-training state consistently... and I've tried so many things over years...

My anecdotal and sacred rituals have ended up in a setup where I most of the time avoid this "larger scanout safety window".
- Primary monitor connected to iGPU with a low Hz
- Secondary monitor (gaming monitor) connected to the GPU
EDIT: After doing this, you should reboot

My guess is that the iGPU ends up owning the "master display timing clock" which in turn forces a conservative scanout latch policy. The NVIDIA GPU gets pushed into a different internal policy branch where the latch window can be tighter, acting as a dedicated fullscreen scanout device. The frames are now latched closer to scanout, even though the measured input lag barely changes.

I have no scientific approach to the issue, just simple testing combined with trial and error, and of course a strong confidence in my ability to perceive a perfect vs broken setup, ref the flick test with switching the value of the MMCSS GPU Priority.
- Why this is not an issue for every user out there is unknown to me - I'm guessing HW combo, but:
-- This "phase shift" is mostly noticeable at higher frame- and refresh rates
-- Easily masked with frame cap
So might as well be that many are affected, just not knowing about it.

Try it out and report back :mrgreen:

dermodemon
Posts: 181
Joined: 10 Aug 2023, 12:03

Re: Years of "Input Lag" With Perfect FPS — Turned Out to Be a Scaling Issue?

Post by dermodemon » 12 Feb 2026, 03:13

wasted42 wrote: ↑
11 Feb 2026, 04:32
UPDATE

Sorry, I forgot to update you. After about two days the input went back, so it’s not related to scaling. It doesn’t matter whether it’s display scaling or GPU scaling — the problem is the same.

Maybe with display scaling the walls look a bit more stable and don’t shake as much as with GPU scaling, but the core issue is still there. Check out these two clips — literally 80% of my deaths look like this. It’s impossible to react, impossible to track the enemy with my crosshair. I’m dying behind walls, getting backtracked, and so on.

My mouse is never consistent. It feels like my sensitivity is constantly changing, even though it’s always been 2.00 sens at 400 DPI. The mouse feels like it’s floating on something — it’s just impossible to control. Sometimes it even feels different from round to round.

I honestly don’t know what else to say. Like I said, I’ve changed apartments three times, and I’ve also changed three PCs and three monitors...
i thought that my problem was my pc/electricity. Turned out it was nordic mcu in all of my mice and their 2.4ghz implementation. I live in a very populared area (about 30 wifi ssids and shit tonn of active bluetooth devices). after i bought mchose g3 ultra with realtek mcu - 90% of my problems with input are gone. Feels like solid wired connection. About dying behind the wall: you can't do anything. This casino simulator game is broken since launch. They will NEVER fix this trash

akylen
Posts: 165
Joined: 02 Jan 2021, 11:59

Re: Years of "Input Lag" With Perfect FPS — Turned Out to Be a Scaling Issue?

Post by akylen » 12 Feb 2026, 03:40

wasted42 wrote: ↑
23 Jan 2026, 06:47
Hello everyone,
I’ve been following this forum for at least 4–5 years. I never created an account or posted my own issue, because while reading other people’s problems here, it always felt like I was the one writing them, and in the end nobody could actually find a real solution.

While playing CS:GO, then CS2, and even before that CS 1.6, I’ve been constantly experiencing input lag. Even when I’m just moving around alone on the map, walls are shaking and vibrating (screen tearing), the mouse feeling constantly changes, it feels like I’m moving the mouse on ice with no control at all (floaty mouse).
I never had FPS drops, because I always had a very strong PC, good monitor, and proper equipment.

In short, my problem is this:
I currently have 600–700 FPS, a 400Hz BenQ monitor, but the feeling while playing is like I’m on ~100 FPS and 60Hz
(I won’t even focus on bad hitreg, people Ferrari-peeking me, or not being able to track enemies properly on screen — even though I have those too, I mainly just want to fix the image.)

So the main issue is that I have good, stable FPS, good 1% lows, every possible benchmark looks stable and shows no errors, yet the feeling is like playing on 60Hz.

My PC & Equipment
PC:
CPU: AMD Ryzen 7 9800X3D
GPU: NVIDIA GeForce RTX 4070 Ti SUPER 16GB
RAM: HyperX Fury 32GB DDR5 6400MHz
Motherboard: MSI MAG B850 TOMAHAWK MAX WIFI
PSU: Lian Li 1200W Edge 80PLUS Gold (PCIe 5.1, ATX 3.1, USB Hub)
SSD: Samsung M.2 NVMe 9100 PRO Series 1TB

EQUIPMENT:
Monitor: BenQ ZOWIE XL2566X+ @ 400Hz
Mouse: Logitech G Pro X Superlight V2 DEX
Headset: Logitech G Pro X Wireless
Keyboard: Wooting 60HE+
Mousepad: ZOWIE G-SR-SE Rouge

I only play CS — I’m not interested in other games (although I tested other games and felt the same issue there as well). I’m not a casual or amateur player. I have an HLTV profile and I’ve played a lot of high-level CS. My CS:GO peak was around 4.3k Elo, and in CS2 around 3.4k, since I don’t grind or play actively anymore because of this problem.

I’m writing all of this so you understand that I’m not imagining things and that I’m capable of noticing this issue.

Now I’ll try to keep the rest as short as possible and explain what I’ve tried over the years to get rid of input lag — and what I experienced and discovered about 5 days ago.

I’ve changed more than 5 PCs overall, but let’s focus on the last year and a half, during which I changed 3 full systems:
- Mostly Ryzen CPU + NVIDIA GPU combinations
- BenQ monitors: first 240Hz, then 360Hz, now 400Hz
- I changed 3 apartments (in 2 different cities) — the problem was always the same
- I even bought a good UPS / power protector and tried everything I could find on this forum — nothing helped
- I changed 3 internet providers — nothing solved it
(I’m not looking for a hitreg fix; I only want to fix the constant image stuttering and the 60Hz feeling)
- I don’t care about hitreg, whether shots connect or sprays feel off — that’s the smallest problem in this whole story
- I’ve tried every Windows OS imaginable:
Windows 10 (default, optimized), and now Windows 11 as well (Kirby, ReviOS, Atlas, etc.).
- On the NVIDIA side, there’s nothing I haven’t tested — and not just for a few hours, but for several days. Different driver versions, default settings, optimized settings, countless tweaks — nothing helped.


NOW we get to what I discovered and felt 5–6 days ago — and it’s not placebo, because the image is still smoother than ever.
For the first time in all these years, after seeing a post on this forum where someone suggested trying Display Scaling using video; A video from this forum (which I can’t copy link and paste right now because I’m probably a new member), but it’s a video showing how to properly set up DISPLAY SCALING using CRU. The video is about 40 seconds long and it’s a private.
I tried it and set the following in NVIDIA Control Panel:
Perform scaling on: Display
Scaling mode: No scaling
Override the scaling mode set by games and programs: Unchecked

GUYS, I launched CS and for more than 5 days now, the image has been MAXIMUM SMOOTH, smoother than ever in my life. Screen tearing is completely gone — 100% gone. I honestly don’t want the image to be any better than this. I basically solved the visual problem.

BUT — one huge BUT.

The image is smooth and I truly enjoy being in CS again, but the mouse feeling is terrible. It feels like it’s not my sensitivity anymore. Something is off, and I can’t really explain it properly. It feels like the game behaves differently on Display Scaling.
The image stays smooth, but the mouse control feels wrong. (spray control, shooting,..)

What I’d like to ask you (especially those who really understand this):

- Is it somehow possible to keep this smooth Display-scaled image, but have the sensitivity and mouse feeling behave like on GPU scaling?

- Why don’t I get this smooth, tear-free image on GPU scaling, but only on Display scaling? (I’ve changed 3 GPUs — all NVIDIA.)

- Would switching to an AMD GPU (I’m planning to get a 9080 XT) potentially solve this and give me proper GPU scaling?

- Is it possible that I’ve been dealing with a scaling issue for years because I always played on GPU scaling? But how, when almost every pro player and high-level player uses GPU scaling and their game doesn’t feel floaty?

-I hope someone replies and helps solve this problem. It already feels like a huge relief now that my image is smooth on Display scaling, which makes me think that I don’t actually have input lag — but rather a GPU scaling issue?

Thank you!
Funny enough i have the exact same setup lol everything and also have the problem but not solution

akylen
Posts: 165
Joined: 02 Jan 2021, 11:59

Re: Years of "Input Lag" With Perfect FPS — Turned Out to Be a Scaling Issue?

Post by akylen » 12 Feb 2026, 03:44

ManWhoSoldTheWorld wrote: ↑
11 Feb 2026, 19:45
Know the feeling all too well! :-)
From my experience it is really easy to tell when the setup is not working as intended.
1) Boot up the computer
2) Go into CS2 DM
3) Fast flicking of the mouse (can also bind lookleft/right to a button and just observe how the monitor presents the frames)

[everything is tuned for lowest input lag with uncapped FPS - frame pacing etc is not taken into account]

Will easily see and feel the state of the situation
- Broken = flickery image (still looks perfect when doing different UFO Tests)
- Perfect = smoother/snappier transition between frames

It's like the responsiveness of the monitor suddenly has gotten worse since last boot - Like what is rendered is slightly behind what is supposed to be there.
- A setup with vsync+gsync+NvidiaReflex will hide the visual hint that something is obviously wrong, but you will still play like a bot :)
- Using in game cap set below refresh rate will also hide the visual hint.
When playing in this state, every aim dual is completely lotto with spray, eye-to-hand coordination, and movement being "off".


Simple step to verify you can indeed see and feel small visual changes → change the following parameter:
- Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Games
- Set "GPU Priority" to "1"
On every setup I've had over the years, this simple change will drastically change the visual representation on the monitor.
- Use the bind for lookleft/right and record with your phone.
- When turning corners, what is around the corner "renders" faster.
- I do not recommend using "GPU Priority" = "1" permanently as the game and render thread seems to get out of sync. This is just meant to show that it is in fact easy to notice the difference in milli-second visual changes. Swap between the values "1" and "8" on "GPU Priority".
Fun-fact: CS does not use the "Games" key in MMCSS -> See documentation from user "Timecard" -> But it obviously still affects cs

I can somewhat relate it to people saying games feel amazing after first boot of a fresh Windows installation, but everything immediately breaks on the second boot. I've got a "hunch" that this is related to added/mutated variables that are used in link-training with the monitor during boot. By playing around with CRU and/or other graphics related settings, you can "break the broken" setup and feel the correct response already at the desktop. At the next boot everything will be back to a broken setup. But it is not necessarily easy to replicate by doing the same steps every time after boot, which has me puzzled.
- The same flip model is equal in both scenarios (perfect vs broken)
- I've not been able to locate any differences in available config
- Might be some parameters in the GPU driver - When we find what is changed, I believe we will also find a solution.

So... skipping all debugging steps, I strongly believe the issue is created when the driver builds the display head configuration:

On the very first boot after driver install, the driver doesn’t yet have:
- Stable power telemetry
- Established display timing history
- Learned clock ramp behavior
- Finalized display engine policy tables
So it may initially run with a different scanout timing policy before switching to its steady-state behavior.

After a reboot, once initialization completes, it switches to a "Steady-state" throughput-optimized scanout model
- This model slightly increases the buffer window between: Frame finished rendering → Frame latched for scanout

From what I understand we’re talking fractions of a millisecond of phase shift, but that is exactly what the flick test (at high Hz & framerates) is sensitive to.

So our problem seems to be located:
After:
Game → Present → Flip Model → Frame ready

And before or possibly at:
Scanout → Cable → Monitor

And there is no "knob" to manually tune the guard-band/latch window. It’s like reboot roulette, but at the driver’s display engine level. The solution seems to be in a sacred ritual that forces the "good" link-training state consistently... and I've tried so many things over years...

My anecdotal and sacred rituals have ended up in a setup where I most of the time avoid this "larger scanout safety window".
- Primary monitor connected to iGPU with a low Hz
- Secondary monitor (gaming monitor) connected to the GPU
EDIT: After doing this, you should reboot

My guess is that the iGPU ends up owning the "master display timing clock" which in turn forces a conservative scanout latch policy. The NVIDIA GPU gets pushed into a different internal policy branch where the latch window can be tighter, acting as a dedicated fullscreen scanout device. The frames are now latched closer to scanout, even though the measured input lag barely changes.

I have no scientific approach to the issue, just simple testing combined with trial and error, and of course a strong confidence in my ability to perceive a perfect vs broken setup, ref the flick test with switching the value of the MMCSS GPU Priority.
- Why this is not an issue for every user out there is unknown to me - I'm guessing HW combo, but:
-- This "phase shift" is mostly noticeable at higher frame- and refresh rates
-- Easily masked with frame cap
So might as well be that many are affected, just not knowing about it.

Try it out and report back :mrgreen:
Yeah but if you play with igpu i guess you have low fps also other than low hz , sad

ManWhoSoldTheWorld
Posts: 31
Joined: 18 Jun 2021, 18:58

Re: Years of "Input Lag" With Perfect FPS — Turned Out to Be a Scaling Issue?

Post by ManWhoSoldTheWorld » 12 Feb 2026, 05:54

The iGPU will only be used as the primary desktop timing authority.
The dedicated GPU will be used for the gaming monitor with high refresh rates, but with a "low-latency scanout mode".

mackalren
Posts: 12
Joined: 21 May 2024, 07:31

Re: Years of "Input Lag" With Perfect FPS — Turned Out to Be a Scaling Issue?

Post by mackalren » 12 Feb 2026, 06:52

try to play windowed, I can't go back to fullscreen after trying windowed lately.

it's basically windowed in cs with any resolution + same resolution in nvidia. On this setup I have no difference either it's display or gpu scaling, but on fullscreen it was always display before. So I just have always to set my res in nvidia before playing.

Somehow game feels good this way with average 250 fps on 360hz

wasted42
Posts: 24
Joined: 23 Jan 2026, 06:39

Re: Years of "Input Lag" With Perfect FPS — Turned Out to Be a Scaling Issue?

Post by wasted42 » 13 Feb 2026, 02:37

mackalren wrote: ↑
12 Feb 2026, 06:52
try to play windowed, I can't go back to fullscreen after trying windowed lately.

it's basically windowed in cs with any resolution + same resolution in nvidia. On this setup I have no difference either it's display or gpu scaling, but on fullscreen it was always display before. So I just have always to set my res in nvidia before playing.

Somehow game feels good this way with average 250 fps on 360hz
Fullscreen Windowed?

mackalren
Posts: 12
Joined: 21 May 2024, 07:31

Re: Years of "Input Lag" With Perfect FPS — Turned Out to Be a Scaling Issue?

Post by mackalren » 20 Feb 2026, 11:41

wasted42 wrote: ↑
13 Feb 2026, 02:37
mackalren wrote: ↑
12 Feb 2026, 06:52
try to play windowed, I can't go back to fullscreen after trying windowed lately.

it's basically windowed in cs with any resolution + same resolution in nvidia. On this setup I have no difference either it's display or gpu scaling, but on fullscreen it was always display before. So I just have always to set my res in nvidia before playing.

Somehow game feels good this way with average 250 fps on 360hz
Fullscreen Windowed?
just windowed
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