V-Sync on at the driver level is still needed for a tear-free experience, along with a frame rate limiter just below the refresh rate. Why?If you have adaptive refresh like Gsync or FreeSync then turn Vsync off as it is not required
Stacking Gsync with Vsync actually creates issues.V-Sync on at the driver level is still needed for a tear-free experience, along with a frame rate limiter just below the refresh rate. Why?
See the question titled "Wait, why should I enable V-SYNC with G-SYNC again? And why am I still seeing tearing with G-SYNC enabled and V-SYNC disabled? Isn’t G-SYNC suppose to fix that?" at https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/15/
- The frame rate limiter keeps the frame rate from going above the refresh rate, because adaptive sync stops working after that.
- Explaining why V-Sync is needed takes a bit more points
- All adaptive sync does adjust the refresh rate interval. Or the time between V-sync "pulses" in the video signal.
- Frame time variances are still a thing.
- So if you have a frame come in say 20ms after the previous one, the monitor's refresh rate period will be set to 20ms. So the monitor will draw the frame as if it were running at 50Hz
- If a new frame comes in say 10 ms later, then tearing will happen. 10ms is still within the 20ms refresh rate period, so the monitor is still in the middle of reading the frame buffer.
- V-Sync is needed hold the new frame until after the previous frame the monitor is reading is done.
Some Games don't support G-Sync sadlyIf you have adaptive refresh like Gsync or FreeSync then turn Vsync off as it is not required
Thank you so much for the BEST ANSWER, all of you people trying to help me, i hope you always have a good day, please stay safe!If input lag is strictly the time when a button was pressed to when the frame that shows the action is presented, then having no V-Sync always has the potential for less input lag. However, that doesn't mean anything without knowing how the frames were generated throughout a second.
For example, the 60 FPS no V-Sync setup could have a frame time of 5ms, making it have less input lag. But this will be offset by the other frames that have longer frame times to get the 60 FPS average. Or in an extreme scenario, you can have 5ms of frame time for the first 300ms of the second, but then have a huge frame time spike. You'll still have 60 FPS, but a very unpleasant experience.
But if we were to assume perfectly spaced frame times throughout the second, which for 60 FPS is about 16.7ms, then it will have worse input lag than 120 FPS with V-Sync, because 120 FPS V-Sync, assuming the system is capable of maintaining that performance will always present frames within half that time.
Do you have a source for this?Stacking Gsync with Vsync actually creates issues.
Games don't need to actively support G-Sync (or any adaptive sync), as it happens at the driver level.Some Games don't support G-Sync sadly