Earlier quoted context omitted.
Is this actually true, or BS? If true, can someone explain? My mental model is that vsync will lock the framerate to the same as the monitor refresh. So if monitor is 60hz, my games graphical update rate runs at 60fps. Let's say without vsync, my graphical update rate would generously go up to 120hz. Worst case we're talking about an additional input latency due to vsync of maybe 1/60s? 16ms? I don't believe 16ms is…
>Worst case we're talking about an additional input latency due to vsync of maybe 1/60s? 16ms? its generally closer to 2 frames with V-Sync [1][2] > I don't believe 16ms is significant for non pro level eSports players and even skeptical it's a big factor at that level. It actually is fairly significant. LTT did a series of tests with pro players in CS:GO focused on monitor refresh rate, but one test they did was 60h…
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They got Freesync having less lag than no synchronization which means their measurements are likely wrong.
> [2]
All the lag can be calculated on paper, why do they need an empirical study? Their definition of triple buffering is one of following: One is FIFO, used by Microsoft, which causes even more lag than just double buffered. The other is some obscure mode I barely even remember that is incorrect because it drops or doubles various frames.