hmukos wrote: ↑10 Jul 2020, 19:24
So this 1-2ms fluctuating behaviour of regular RTSS limiter is normal then?
No software on the system side is
perfectly stable, as the system itself isn't. RTSS can set a render target for the game, but it's up to the system to comply, and ultimately, there is overshoot here and there. Not the fault of RTSS, just a limitation of system stability (and, to a point, physics).
I also honestly don't know why everyone is so fixated on perfectly flat frametime graphs; it's simply not practical to achieve on modern systems in modern games, and so long as the display rate is matching the refresh rate (aka VRR), and the game in question has proper frame pacing, small frametime fluctuations are not harmful, only frametime spikes are (and those aren't 100% avoidable either).
hmukos wrote: ↑10 Jul 2020, 19:24
I am using G-SYNC + V-SYNC ON normally but I thought that if it fluctuates so much with V-SYNC OFF, than there would be uneven framepacing with V-SYNC ON. But actually you are saying that G-SYNC + V-SYNC ON will give the same even frametimes as Scanline Sync, right?
G-SYNC + V-SYNC, as I explained in that entry of my closing FAQ, compensates for those fluctuations, that's why I call it "frametime compensation" in my article. Within the G-SYNC range, the V-SYNC "option" (it's not actually V-SYNC in this instance) is
part of G-SYNC; when you disable it, you're
removing G-SYNC functionality.
And any "uneven framepacing" in these instances would be coming from the game itself, not G-SYNC (as it's basically a mirror of the GPU output).
Scanline Sync is genuinely a great method, but it's pretty much a poor man's fixed refresh version of G-SYNC. Again, G-SYNC + V-SYNC (putting aside any semantics), is effectively steering the tearline into the VBLANK the same way, but automatically, and at any framerate within the refresh rate.
That said, you and anyone else is free to use G-SYNC + V-SYNC off, just don't expect a tear-free experience, and know that the input lag between it and G-SYNC + V-SYNC is virtually the same within the refresh rate, the only difference being the former can tear, and the latter can't.
The tearing is your literal and only input lag "savings."