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Yeah Tom did a similar interview with pcper back late last year to talk about gsync
Yeah I jumped on the PC and didn't clock I was watching the old one for at least 5 minutes![]()
Confirmed by the blurbusters article, with the exception of CSGO, gsync is within 1-2ms of vsync off (and the workaround for csgo is to limit fps to 120-135fps)
Some interesting parts I picked up on were latency times being non existent
Yep, i've seen more thanone person quote the CSGO results out of context to "prove" that gsync adds 40ms of lag, when every other game tested it adds 1-2ms (e.g. Statistically insignificant as the difference between runs is bigger)
Can't speak for CS:GO but L4D2 feels the same with Gsync vs Vsync on (locked to 144FPS). One game I do need to try again is Payday 2, I remember vsync off on in that having the worst tearing I've seen in a game - made it unplayable so I suffered the input lagat 60 FPS (didn't vsync to 120 for some reason).
The reason that the latency issue was picked up on CSGO is that it seems to be introduced where the frame rate meets or exceeds the highest refresh rate a monitor can do. It isn't some flaw with the game engine and wouldn't be isolated to that particular title. It's simply that only that title ran at >144fps on Mark's setup.
I am more interested to know how G-SYNC behaves in terms of latency at 144fps across a range of titles. A lot of further work has gone into the technology since the early implementation into the VG248QE that was reviewed there. I'm hoping this polling behaviour at 144fps has been improved as Nvidia seems to have hinted at, but I haven't seen any concrete evidence that it has.