Yep, exactly. If you actually hit the cap, it should behave like "MPRF 0" (which isn't possible to actually set it to) regardless of what value it uses. It can be 1, it can be 8, doesn't matter. Once you hit the frame rate cap, it seems to behave like it's 0.Sparky wrote:MPRF should never have an impact when your framerate is limited by an in game cap.
Keep in mind that many years ago, it was possible to set MPRF 0 in the nvidia driver, and it had a slight latency reduction compared to MPRF 1. I suspect hitting a frame cap has the same result as MPRF 0 had many years ago. (In non-ancient driver versions, setting it to 0 has no effect; it just treats it as 3 or default.)
Also, there's other things to account for. Like Sparky mentioned, maxing out the GPU seems to have a negative effect on latency. Which does make sense, since if you queue up more work than it can handle, that work piles up (and by the time it's processed, it's based on older player input.) Hitting a frame cap means the GPU always has some room left to "breathe".
I made a suggestion for RTSS to add a special frame limiting mode that does exactly this:
http://forums.guru3d.com/showthread.php ... ost5445352