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>Worst case we're talking about an additional input latency due to vsync of maybe 1/60s? 16ms?

its generally closer to 2 frames with V-Sync [1][2]

> I don't believe 16ms is significant for non pro level eSports players and even skeptical it's a big factor at that level.

It actually is fairly significant. LTT did a series of tests with pro players in CS:GO focused on monitor refresh rate, but one test they did was 60hz/60fps vs 60hz/300fps and found that reducing the render latency drastically improved performance despite the display still being locked to 60hz.

https://youtu.be/OX31kZbAXsA?t=1911

[1] https://displaylag.com/reduce-input-lag-in-pc-games-the-defi...

[2] https://www.cse.wustl.edu/~jain/cse567-15/ftp/vsync/index.ht...




uggh.

> [1]

They got Freesync having less lag than no synchronization which means their measurements are likely wrong.

> [2]

All the lag can be calculated on paper, why do they need an empirical study? Their definition of triple buffering is one of following: One is FIFO, used by Microsoft, which causes even more lag than just double buffered. The other is some obscure mode I barely even remember that is incorrect because it drops or doubles various frames.




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