Hello!
Welcome to Blur Busters Forums!
If you're indeed a top 500 player, you're already in the rareified leagues -- and already for some paid competitions!
If so, you are probably currently using VSYNC OFF at the moment. For situations where games always runs at framerates above refresh rates, you may find that you prefer VSYNC OFF over GSYNC. GSYNC really helps, but you're running such super-consistent framerates (270fps-340fps) in a tight range already above refresh rate.
Normally, this can potentially warrant the use of VSYNC OFF when you're playing twitch games like CS:GO. However, Rocket League is a totally different animal -- your eyes are always moving around instead of staring at a crosshairs -- so stutter reduction is more important in Rocket League than in CS:GO.
It's tough to decide what tool is the right tool for your particular job.
For example, several options available on 240Hz GSYNC monitors:
(A) Continue using VSYNC OFF
Cons:
- Minor microstutters/tearing that might throw off your motion skills
- Some lag jittering effects (bigger "MIN"/"MAX" lag range)
Pros:
- Lowest possible "MIN" lag
- The current eSports gold standard, most on-site systems are configured to this.
Best For: Crosshairs-based games. Lowest possible input lag in games that consistently always run above refresh rate, if you don't mind microstutter or tearing.
(B) Use capped GSYNC
Pros:
- Lowest possible input lag for a 100% tearing-free
and stutter-free situation
Cons:
- Higher "MIN" lag for screen middle and bottom.
Best For: Games where stutters/tearing distracts you from your game. Aiming/scoring can improve in certain games.
(C) Use the simultaneous ULMB+GSYNC hack + 141fps cap
Cons:
- More input lag than GSYNC or VSYNC OFF (despite being the lowest possible 100%-stutter-free strobe lag)
- Refresh rate reduction to 144Hz (since 240Hz GSYNC monitors only does 144Hz ULMB)
- Very nasty flicker during framerate fluctuations.
- Not user friendly. Inconvenient.
Pros:
- Less input lag than ULMB + VSYNC ON, while microstutter free.
- Eliminates strobe-amplified microstutter. Silk-smooth
and blurfree!
- Eliminates motion blur for non-crosshair-games
Best For: Games that run in triple-digit frame rates, where you absolutely need 100% stutter-free motion blur reduction.
(D) Use ULMB + VSYNC OFF
Cons:
- More input lag than GSYNC or VSYNC OFF.
- Amplifies microstutter
- Has lag gradient effects (top-edge aimfeel feels different from bottom-edge aimfeel)
- Refresh rate reduction to 144Hz
Pros:
- Lowest possible strobe lag
- Eliminates motion blur completely
Best For: Ultra high framerates where you absolutely need strobing at the absolute lowest possible input lag, cons be damned
(E) Use ULMB + VSYNC ON
Cons:
- Highest input lag of all the above.
- You may need to lower refresh rate to eliminate stutters (e.g. 100fps @ 100Hz ULMB)
Pros:
- Eliminates motion blur completely
- Eliminates stutter completely (if framerates stay permanently maxed-out)
- Zero lag gradient effects along display surface. Whole screen has exactly identical, symmetric input lag.
Best For: Recreational gameplay where you want maximum motion quality in stutterfree silksmooth zero-blur heaven
Most eSports players do not use ULMB, but the toolchest can still contain ULMB for certain kinds of games that super-forces you to move your eyes around (e.g. games without crosshairs, that contains lots of camoflaged moving objects). See
HOWTO: Using ULMB Competitively.
If you're playing Rocket League that has a custom, heavily camoflaged ball that gets lost in backgrounds, the use of ULMB can regain certain kinds of competitive advantages despite the increased lag of ULMB -- but it depends on how good a player you are.
A Top500 player tends to have enough skills to not need ULMB for most situations, but your mileage may vary -- moving camoflaged objects in moving camoflaged backgrounds is what ULMB is perfect (for compensating its own input lag for) but it doesn't help stationary-gaze situations (e.g. stare-at-crosshairs), so ULMB is less useful for CS:GO eSports players that uses the fixed-gaze tactics.
Certainly, single-milliseconds tend to do matter to Top500 players, so it's quite useful to shave them off, albiet at least with understanding the tradeoffs (e.g. does shaving the milliseconds cause other side effects like adding stutter/blur/etc?)
Also, if you go to in-person competitions that has sponsored monitors, I have noticed that they often don't allow you to bring your monitor. Train on equipment that is configured similarly to the on-site sponsored monitors. They will usually not allow you to install third party utilities (e.g. RTSS, etc).
Since a configuration change (e.g. new monitor, new computer, new settings) can throw things off that needs an 'adjustment period' / 'acclimation period' (to get used to the new aimfeel/mechanics, stutter change, lag change, etc). Changes in feel throws off your game for a momentary period until you're used to it again. So if that's a consideration (you going to competitions), then just continue using VSYNC OFF since that's likely the most similar to the configuration at the in-person gaming tournaments.
I simply include this extra information since you professed to be a Top500 player, so this is essential extra information for Top500 players.
However, if "training similar to a mandatory sponsored monitor at compeitions" does not affect you, then definitely, you have a lot more flexibility for
The Right Tool For The Right Job... 
The smart players know how to use the right tool for the right job. The decision of what you use, is your choice.