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Vsync, Tripple buffer, adaptive/dynamic - input lag

There is a massive difference on street fighter 4.

NO software just my own skill.

Vsync off and no triple buffering is what makes me kick ass on that game. btw, I tested each setting 1 change per month to draw my conclusion.
 
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.

I do notice the slight delay when browsing on Windows but it doesn't bother me in that context. In games, input lag can be the difference between dying and not dying :p.
 
I feel the lag with vsync on... Could be interesting thread, I do find this debate a user preference one. Its like the old Red vrs Green teams :)
 
Measuring input lag from the button press all the way to the moment you see that data on the screen is pretty hard to do there simply isn't a simple way to monitor the path of an input signal all the way from the switch/sensor, through the HAL/OS layer, game logic, rendering and finally being displayed on the monitor without building a setup specifically for it with custom hardware and software, including the "game" written specifically to test it.
 
630 SPM in BF3... who's the noob? Come and get me big boy.

I sit idle for hours every day in two different servers so my spm has always been low. :D

That said though i did a stats compare on our profiles and you have a lot of inferior down arrows old chap. :p Need to get you off those softcore servers with your doritos, crosshairs and auto heal. ;)

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I think we could both pwn those old timers Grey and Scotty. :cool:
 
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All yours are time based :D

Need to get you off those softcore servers with your doritos, crosshairs and auto heal. ;)

And hardcore is just full of people who either generally:

a) can't aim
b) can't move
c) have some form of disease which makes them play like err.. can't really say on this forum :D.
 
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All yours are time based :D



And hardcore is just full of people who either generally:

a) can't aim
b) can't move
c) have some form of disease which makes them play like err.. can't really say on this forum :D.

Come see how you fare on our hardcore server. ;)

Whenever we go to a softcore server we normally do better than hardcore for the reasons i mentioned in the previous post.

What tool is that MAtt? Got me curious now :)

Bf3 stats Greg, its pretty cool. :)

http://bf3stats.com/
 
Cheers Matt and for an old guy, I hold my own. Like you, I have spent hours solo getting the servers going, so harsh spm results :(

All good fun :D
 
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.

http://www.anandtech.com/show/2794

'Render Ahead' is used in Direct X. By default its two buffers. Creating a third buffer = 'triple buffering'. As I said earlier Direct X displays all the rendered frames in the queue hence the increased in input lag.

OpenGL triple buffering has the same lag as double buffering since the third buffer can be dropped. This is not possible with Direct X.

Nvidia control panel has option for triple buffering which only affects OpenGL due to the reason above. The maximum pre rendered frame option is basically 'Render Ahead' which affects direct X. Again for the reason above.
 
http://www.anandtech.com/show/2794

'Render Ahead' is used in Direct X. By default its two buffers. Creating a third buffer = 'triple buffering'. As I said earlier Direct X displays all the rendered frames in the queue hence the increased in input lag.

OpenGL triple buffering has the same lag as double buffering since the third buffer can be dropped. This is not possible with Direct X.

Nvidia control panel has option for triple buffering which only affects OpenGL due to the reason above. The maximum pre rendered frame option is basically 'Render Ahead' which affects direct X. Again for the reason above.

Makes sense, good post. Might also explain why by default AMD don't have triple buffering option for Directx in CCC, only OpenGL.
 
I should add for those who use third party tools to force Direct X 'Triple Buffering' or change the render queue: Dont do it, leave the setting to the games default. The reason is each game engine runs on 'timings' and the engine's timings would be tied to the render ahead / buffer frames.

Weird things can happen if you mess with the timings. Not saying it would crash or anything but its best for the game's logic to run at its default timings. Messing with the timings would usually result in jerky animation. For example forcing a third frame buffer could stall the timing of the game world. This is also true for those who limit frames, I wouldn't recommend it.

Elder scrolls is locked to 60fps for example. Again this is to do with the game engine's timings.
 
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