To further facilitate the first on-screen reaction method, I’ve changed sample capture from muzzle flash to strafe for Overwatch (credit goes to Battle(non)sense for the initial suggestion) and look for CS:GO, which triggers horizontal updates across the entire screen. These differences should be kept in mind when inspecting the upcoming results, with the method featured in this article being the best case scenario for V-SYNC OFF, and the worst case scenario for synced when directly compared to V-SYNC OFF, G-SYNC included. With middle screen readings, the initial position of the tearline(s), and thus, its advantage, is effectively ignored. With V-SYNC OFF at -2 FPS below the refresh rate, for instance (the scenario used to compare V-SYNC OFF directly against G-SYNC in this article), the tearline will continuously roll downwards, which means, when measured by first on-screen reactions, its advantage over G-SYNC can be anywhere from 0 to 1/2 frame, depending on the ever-fluctuating position of the tearline between samples. But, as will be detailed further in, V-SYNC OFF can, for a lack of better term, “defeat” the scanout by beginning the next frame scan in the previous scanout. When V-SYNC OFF is directly compared to FPS-limited G-SYNC at crosshair-level, even with V-SYNC OFF’s framerate at up to 3x times above the refresh rate, middle screen readings are virtually a wash (the results in this article included). However, while middle screen measurements are a common and fully valid input lag testing method, they are limited in what they can reveal, and do not account for the first on-screen reaction, which can mask the subtle and not so subtle differences in frame delivery between V-SYNC OFF and various syncing solutions a reason why I opted to capture the entire screen this time around.ĭue to the differences between the two test methods, V-SYNC OFF results generated from first on-screen measurements, especially at lower refresh rates (for reasons that will later be explained), can appear to have up to twice the input lag reduction of middle screen readings:Īs the diagram shows, this is because the measurement of the first on-screen reaction is begun at the start of the frame scan, whereas the measurement of the middle screen reaction is begun at crosshair-level, where, with G-SYNC, the in-progress frame scan is already half completed, and with V-SYNC OFF, can be at various percentages of completion, depending on the given refresh rate/framerate offset. In my original input lag tests featured in this thread on the Blur Busters Forums, I measured middle screen (crosshair-level) reactions at a single refresh rate (144Hz), and found that both V-SYNC OFF and G-SYNC, at the same framerate within the refresh rate, delivered frames to the middle of the screen at virtually the same time. It has become the standard among testers since, and is used by a variety of sources across the web. The input lag testing method used in this article was pioneered by Blur Buster’s Mark Rejhon, and originally featured in his 2014 Preview of NVIDIA G-SYNC, Part #2 (Input Lag) article. Overwatch w/lowest settings, “Reduced Buffering” enabledĬounter-Strike: Global Offensive w/lowest settings, “Multicore Rendering” disabled I7-4770k w/Hyper-Threading enabled (8 cores, unparked: 4 physical/4 virtual)ĮVGA GTX 1080 FTW GAMING ACX 3.0 w/8GB VRAM & 1975MHz Boost Clockġ6GB G.SKILL Sniper DDR3 MHz (dual-channel: 9-10-9-28, 2T)ĥTB Western Digital Black 7200 RPM w/128 MB cache Razer Deathadder Chroma modified w/external LEDĭefault settings (“Prefer maximum performance” enabled) ![]() Preview of NVIDIA G-SYNC, Part #2 (Input Lag)Ĭasio Exilim EX-ZR200 w/1000 FPS 224圆4px video captureĪcer Predator XB252Q 240Hz w/G-SYNC (1920×1080).Preview of NVIDIA G-SYNC, Part #1 (Fluidity).14 - G-SYNC 101: Optimal G-SYNC Settings & Conclusion.13 - G-SYNC 101: Hidden Benefits of High Refresh Rate G-SYNC.12 - G-SYNC 101: External FPS Limiter HOWTO.10 - G-SYNC 101: G-SYNC Fullscreen vs.03 - G-SYNC 101: Input Lag & Test Methodology.
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