| 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 significant for non pro level eSports players and even skeptical it's a big factor at that level. What am I missing here? I could understand if the get clock speed was tied to the graphical update rate but I presume that's not the case for CS, server side game etc; or even if it was it's still not going to be that material. I'm just skeptical - what am I missing here? Is the mouse input code tied to graphical clock rate or something in some surprising bad way? |
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 60hz/60fps vs 60hz/300fps and found that reducing the render latency drastically improved performance despite the display still being locked to 60hz.
https://youtu.be/OX31kZbAXsA?t=1911
[1] https://displaylag.com/reduce-input-lag-in-pc-games-the-defi...
[2] https://www.cse.wustl.edu/~jain/cse567-15/ftp/vsync/index.ht...