Right ok, thanks. So basically vsync on delays input processing until the vsync completed, with it off it accepts input processing at any time, or at least at smaller intervals.
I probably do agree on the bigger screen theory, I remember when I originally played zesteria on my 22" 1050p screen I didnt notice the effects of motion blur, I got my benq 24" 1440p and thought the monitor had bigger lag.
Then I went back and forth between the two screens, and after analysis realised it was present on the dell 1050p, but because of the smaller screen (and perhaps also smaller res), I wasnt picking up on it. At 60fps there is no motion blur at least not visible but at 30fps if you turn your view round right at start of game, you sort of can see lag between on each frame been processed and the visible changes on screen, its hard to explain, apparently monitors that have motion blur reduction modes such as ULMB can mitigate this. I had played the game multiple times on the dell and not noticed it but did on the benq, I think the benq is slightly slower pixel response times, but I think the main reason I was noticing it more was due to the bigger screen, but after a while I did adapt and it stopped bothering me. That particular game has timing issues if you play at 60fps, so I played it at 30fps (it was designed for 30fps on consoles and the dev's had timers tied to framerate).