lexlazootin wrote:> I have done G-Sync which doesn't have that big of an impact on the input lag from Overwatch because its 144 fps instead of 120.
I'm not to sure what you're saying. just cap your fps at 130-140~.
> However, I don't see a benefit in using it because I don't get shuttering or tearing otherwise.
You get tearing not matter what, the more frame rate you get, the less it's noticeable. It kinda depends on the HZ but even at 500fps the tears i still find annoying.
But there is no need to stress out your CPU or GPU getting 500fps if you just use G-Sync, as you get low latency with no tearing at a much lower framerate. People can use low end hardware and still get a 500fps+ experience. There is pretty much no downside.
> is worth it when playing with lower FPS. ex: Single Player game with Video Settings on Max or a High GFX MMO.
Why would it matter what you're playing, getting a tearfree low latency experience is always the best.
> But does it still work at FPS over 120? Over 200? (ULMB)
Yes, use a fps lock that is a multiple of your refreshrate, 120/240/360 the more you go up the less latency and tearing you will notice.
Thank you for letting me know that I can run ULMB as intended at FPS lock in multiples of my Refresh.
As for the other things that you mentioned about G-Sync. I don't believe you understand the Overwatch specific problems that I mentioned. Overwatch has something ingrained in the engine that causes an imperfect world for G-sync and ULMB users.
I will post the content in the link provided in the original post for convenience:
For those of you who don't know, what John Lafleur is describing is a common feature in games, usually termed "one frame thread lag" although sometimes described as "one frame interval" among other names. The setting generally increases frame rate at the expense of introducing some amount of input lag given by 1 / fps. The higher the overall framerate, the less input lag introduced. This is what's causing people to report unresponsive mouse control or "acceleration" when their fps dips to lower values, despite the game using raw input.
The problem is that it seems to be forced with no option to disable it, unlike most other PC shooters. Similar to FOV, it's not a one size fits all setting. Some rigs receive enough of a benefit that it should be used, but others receive such a marginal benefit that it should be kept off since it introduces unnecessary delay. The user should make the decision whether or not to allow a frame to be buffered.