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Lag (latency) is a time difference.
Hz is a measure of operation per second, so a refresh rate of 60hz has more operation per second than 85hz, this means a smaller amount of time between each refresh rate (less latency)
But its not like your screen is displaying 85Hz anyway, so if you move your mouse if the game is moving at 85Hz, wouldn't you be seeing the exact same thing as though it were running at 60Hz?
That article contains misinformation. It essentially says that Triple Buffering will eliminate the input lag caused by V-Sync. This is bullshit - If that were so, everyone would use V-Sync.
And it doesn't really answer my question.
If you read the triple buffering section carefully, you can realize how that eliminates the artificial "lag" caused by enabling the v-sync.
Whether the v-sync is enabled or not, 60Hz LCD displays are limited to drawing 60 frames per second maximum. It's not like if v-sync is disabled we get more FPS physically or that we get less FPS if v-sync is enabled.
Triple buffering renders two frames while an additional frame is being "displayed." This would result a nomnom'ing of VRAM because an extra frame would have to be rendered behind the scenes but it works.
I remember experimenting with this way back with my Riva TNT and CS. When V-Sync was on the mouse lag was just horrendous -- i would move the mouse and the stop the movement while on the screen my counter-terrorist is still swinging his weapon... This was fixed in 2 ways -- either disable v-sync or enable triple buffering.
If triple buffering is not available in a game you play, you can also "force" the render ahead option in programs like ATI Tuner and such. I think you can set the frames upto 8 or something if i remember correctly.
If I turn on V-Sync with Tripple Buffering in L4D/2 (which has both options officially supported) I've always still had ridiculous mouse lag and in most every other game I've tried V-Sync with.
Luckily screen tearing isn't an issue for me ever so the benefits of having V-Sync on are zero for me.
Triple buffer does not eliminate the lag caused by V-Sync.
If you read the triple buffering section carefully, you can realize how that eliminates the artificial "lag" caused by enabling the v-sync.
Whether the v-sync is enabled or not, 60Hz LCD displays are limited to drawing 60 frames per second maximum. It's not like if v-sync is disabled we get more FPS physically or that we get less FPS if v-sync is enabled.
Yes, you do. The reason people see tearing without v-sync is because of a partially-drawn framebuffer update. With sync disabled, the framebuffer can be updated several times inside of a display sync period before being displayed in the next period. You can't get that kind of instant update with sync enabled.
AN EXAMPLE:
Let's say you press the mouse button in the middle of a screen update period. You want to shoot your weapon.
v-sync enabled: you press the button, the game engine registers it almost instantly, and wants to generate the next frame with the weapon fire. Since the next frame is already rendered (or being rendered) in the double-buffer, your input is going to have to wait. When the current sync period is over, the next frame in the buffer is displayed. After that, on the next frame period, the results of your input are displayed on-screen. That means you wait 1.x frames for your input to display, where x = the remaining fraction of the display period at the time of the input.
v-sync disabled: you press the button, the game engine registers it almost instantly, and wants to generate the next frame with the weapon fire. The next frame is already rendered in the double-buffer, but that doesn't matter because you're not synced. The game engine starts rendering your latest frame during the fraction of a sync period remaining. When the sync period ends, you have a partial frame to display with your latest input. You don't have to wait the extra frame like with sync on.
With sync on, your average delay (ignoring all other factors) is 1.5 frames (2 frames max). With sync off, your average delay is 0.5 frames (1 frame max). This is assuming in both cases that you are maintaining 60fps.
You still aren't seeing more than 60 FPS. Instead, you'll see several partial frames per second that all add up to 60. For example, in 1/60s the top half of the screen might be frame x and the bottom half frame y - but that is 1/2 frame + 1/2 frame, which adds up to 1 frame. That 1 frame is made up of multiple snapshots of game time, but it is still 1 frame.
Triple buffer does not eliminate the lag caused by V-Sync.