Measuring Input Lag of G-SYNC! – Preview Part #2

bboriginal
In G-SYNC Preview #2, we are the world’s first to measure the input lag of G-SYNC using an innovative testing technique.

We found what we expected, plus we found a few unexpected surprises, with a good, happy ending! Go check it out.

We also touch upon the LightBoost sequel, called Ultra Low Motion Blur (ULMB).


About Mark Rejhon

Also known as Chief Blur Buster. Founder of Blur Busters. Inventor of TestUFO. Read more about him on the About Mark page.

4 Comments For “Measuring Input Lag of G-SYNC! – Preview Part #2”

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Stadtpirat
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Stadtpirat
wmailman
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wmailman

You’d get a similar reduction in input lag from locking your framerate one or two below your refresh rate on a normal monitor with Vsync on. I’ve been doing that for ages and have never had an issue. You go from palpable input lag to almost none, no Gsync required.

That’s one reason I don’t understand all this excitement about Gsync. Then again, I don’t have a 144hz monitor, and 60fps isn’t that hard to achieve in most games. I just tweak my settings to achieve 60fps consistently. A locked frame rate always feels better to me anyway, with or without tearing.

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