![]() ![]() Capping FPS to match refresh more closely simulates uncapped FPS and no Vsync where frames are allowed to display as fast as they are rendered. The problem with input lag when you enable Vsync is due to the delay from faster frame rates being held to sync to a slower refresh rate. ![]() You should definitely lower the D3D value from 3 to 2 though, even if you don?t use vsync.Īlso keep in mind that setting the pre-render value too low can cause games to stutter and hitch because they become rendered in a more ?just-in-time? approach, so any fluctuations will affect them more.Ĭlick to expand.Not quite, there's less input lag simply because capping FPS normalizes your frame delay to closer match your actual refresh rate, thereby normalizing any input delay. In particular, I?ve found OpenGL games have significantly less lag with a value of zero, though input still isn?t as snappy as an uncapped system.īe careful with setting D3D titles to zero on nVidia?s cards, as last time I checked doing so can BSOD the system. I just put up with the tearing as I hardly ever see it, and it?s far more preferable to input lag.Īnd yes, pre-rendered frames can impact vsync?s input lag. OpenGL games like Quake 3 and Unreal have horrific input lag with vsync + triple buffering compared to an uncapped double buffered system. In theory triple buffering solves this problem because it allows the rendering to continue at the expense of dropped frames, but in practice I?ve found it can make the lag worse. Vsync causes input lag because the rendering system has to stall if both buffers are full but no refresh cycle is currently available.
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