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Vsync, Tripple buffer, adaptive/dynamic - input lag

Soldato
Joined
25 Nov 2011
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20,679
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The KOP
Hello guys
Is they any software I can run while ingame that will monitor the input from mouse and keyboard?

I want to create this thread to get to the end of this long running debate of input lag.

Some say vsync = input lag so enable also tripple buffer to reduce the lag.
Some say tripple buffer and disable vysnc = better less lag
Some say vsync by itself is better and gets no input lag

?????
Where do we all stand on this? because to be honest I use vsync in all my games and even play fast paced CSGO and hold my own with vsync on.

I notice zero lag?

I would really like to run some bench test while gaming with different settings recording the input is this possible?

thanks :D

Edit
Another thing to point out
Windows by default uses vsync why you think you never see screen tear when browsing ;) Why do no one report input lag when just using the internet for example?

to be quite honest till I proven wrong when some hard proof this input lag is all bull :D <---- wait to be proven wrong.
 
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Triple buffering generally adds more lag to vsync as it means an extra frame is stored in the frame buffer. However if you drop below 60fps then it can help with smoothness.
 
vSync = Imput lag
vSync + Triple Buffer = more input lag
No vSync = no input lag.

I'm no expert but that's how I figure it, using vSync caches the frames in memory before displaying them, using Triple Buffer means its caching more frame so there is a longer delay between what you see and do on screen and whats coming from the serve end, so what you see has already happened in real time, some games have a delay at the server end to account for connection latency so everyone has input lag.

But we are talking micro fractions of a second here, you may notice it or you may not, it may effect you and your K/D in BF3, or it may not.

The best thing you can do is experiment, if your getting screen tearing and don't like it, and find that using vSync makes no difference to you then there is no reason why you shouldn't use it.
 
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Is they any software we can use to monitor the input lag?

Good read here
http://www.anandtech.com/show/2794/2

Is this all lie :D
In other words, with triple buffering we get the same high actual performance and similar decreased input lag of a vsync disabled setup while achieving the visual quality and smoothness of leaving vsync enabled.

:D
 
See we can go on and on with this but what we really need to do is bench test it so we can see if they really is input lag.

They must be software we can use for this.
 
Our options with double buffering are a choice between possible visual problems like tearing without vsync and an artificial delay that can negatively effect both performance and can increase input lag with vsync enabled. But not to worry, there is an option that combines the best of both worlds with no sacrifice in quality or actual performance. That option is triple buffering.

eh...ok, I stand corrected.

Triple buffering it is from now on....
 
I can tell based on running a 60 Hz screen next to a 120 Hz screen, with/without it... the difference is fairly large to my trained eye.

If you're on about quantifying it, I'm not sure if that can be done.

What is a key point is that you often don't notice any "problems" (and I loathe to call it a problem) until you've tried 120 Hz/60Hz with/without vsync.
 
direct x doesnt do triple buffering... its just a render queue of three. Any direct x game that has 'triple buffering' = render queue of three. Basically all three frames in the queue will be displayed hence the increase in input lag.

Only OpenGL does the proper Triple Buffering i.e. no input lag as it allows the queued frame to be dropped.

In short any form of vsync will give you input lag and triple buffering on Direct X games are 'lies'
 
setting cue size to 1 in radeon pro gives me virtually no input lag with vsync on or off.

I found a few games like crysis 3 unplayable due to input lag but radeon pro fixed that for me.
 
eh...ok, I stand corrected.

Triple buffering it is from now on....

See its a very confusing debate.
a lot of this is because most people just listen to the internet when someone says "disable vsync input lag" and it carry's on and on.

Without any hard prove of this... Thats why it would be great if this could once and for all be put to bed with a simple test, if we had this software this is.
 
I can tell based on running a 60 Hz screen next to a 120 Hz screen, with/without it... the difference is fairly large to my trained eye.

If you're on about quantifying it, I'm not sure if that can be done.

What is a key point is that you often don't notice any "problems" (and I loathe to call it a problem) until you've tried 120 Hz/60Hz with/without vsync.

Ok answer this then :)

Why dont you notice input lag on desktop "web browsing etc"

Windows force vsync hence you never see screen tear on the browser or desktop etc.
 
Is they any software we can use to monitor the input lag?

Good read here
http://www.anandtech.com/show/2794/2

Is this all lie :D
In other words, with triple buffering we get the same high actual performance and similar decreased input lag of a vsync disabled setup while achieving the visual quality and smoothness of leaving vsync enabled.

:D

eh...ok, I stand corrected.

Triple buffering it is from now on....

Interesting, maybe im wrong then. The strange thing is battlefield 3 always felt more laggy with triple buffering on.

direct x doesnt do triple buffering... its just a render queue of three. Any direct x game that has 'triple buffering' = render queue of three. Basically all three frames in the queue will be displayed hence the increase in input lag.

Only OpenGL does the proper Triple Buffering i.e. no input lag as it allows the queued frame to be dropped.

In short any form of vsync will give you input lag and triple buffering on Direct X games are 'lies'

OoO.

setting cue size to 1 in radeon pro gives me virtually no input lag with vsync on or off.

I found a few games like crysis 3 unplayable due to input lag but radeon pro fixed that for me.

+1.
 
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direct x doesnt do triple buffering... its just a render queue of three. Any direct x game that has 'triple buffering' = render queue of three. Basically all three frames in the queue will be displayed hence the increase in input lag.

Only OpenGL does the proper Triple Buffering i.e. no input lag as it allows the queued frame to be dropped.

In short any form of vsync will give you input lag and triple buffering on Direct X games are 'lies'

Any links to prove this? not saying you wrong, just proof is whats needed.

On BF3 if you disable the ingame TB the game does feel choppy vs it being switched on.
 
Same here
No matter what I use vsync or Vsync+TB or disabled it all feels the same to me.
lol

Yeah, same here, I don't see any "input lag" if I use vSync, double / triple buffer.... the only time I see input lag is when my internet latency goes over 70ms, which happens from time to time, depending on time of day.
 
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