>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.
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.
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...