F5F Stay Refreshed Software PC Gaming No input delay increases with FPS capping.

No input delay increases with FPS capping.

No input delay increases with FPS capping.

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Op_Swat_Cow
Member
69
04-10-2016, 07:51 AM
#1
Hello everyone, let's talk a bit more about the topic. Reducing the frame rate in PC games can indeed lead to increased input lag or latency. The idea is that if the game engine aims for over 200 FPS on a capable GPU, but the monitor only supports, say, 60 Hz, it will cap performance at lower values like 60, 144, or 165. This adjustment helps maintain smoother visuals.

Your concern about whether limiting your FPS creates a bottleneck is valid. It can affect how much processing power is directed toward the game versus the monitor. If you're pushing your FPS too high, you might hit hardware limits, causing delays in response.

For more clarity, you might want to explore resources on GPU limitations, monitor refresh rates, and input lag optimization. Checking forums or guides on balancing FPS with system capabilities can also be helpful.
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Op_Swat_Cow
04-10-2016, 07:51 AM #1

Hello everyone, let's talk a bit more about the topic. Reducing the frame rate in PC games can indeed lead to increased input lag or latency. The idea is that if the game engine aims for over 200 FPS on a capable GPU, but the monitor only supports, say, 60 Hz, it will cap performance at lower values like 60, 144, or 165. This adjustment helps maintain smoother visuals.

Your concern about whether limiting your FPS creates a bottleneck is valid. It can affect how much processing power is directed toward the game versus the monitor. If you're pushing your FPS too high, you might hit hardware limits, causing delays in response.

For more clarity, you might want to explore resources on GPU limitations, monitor refresh rates, and input lag optimization. Checking forums or guides on balancing FPS with system capabilities can also be helpful.

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dniznemac
Senior Member
555
04-10-2016, 08:25 AM
#2
In my experience, it's good if you have a thermally weak card that would overheat. I don't notice any extra input lag, but it can make for some terrible screen tearing.
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dniznemac
04-10-2016, 08:25 AM #2

In my experience, it's good if you have a thermally weak card that would overheat. I don't notice any extra input lag, but it can make for some terrible screen tearing.

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hayhaytaylor
Member
192
04-11-2016, 06:29 AM
#3
Here you go, this should explain it:
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hayhaytaylor
04-11-2016, 06:29 AM #3

Here you go, this should explain it:

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darthvader2403
Junior Member
17
04-11-2016, 07:41 AM
#4
There isn't a universally accepted official proof confirming that limiting frames per second in games eliminates extra input lag. Research and expert opinions vary, with some studies suggesting it can help reduce perceived lag under certain conditions.
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darthvader2403
04-11-2016, 07:41 AM #4

There isn't a universally accepted official proof confirming that limiting frames per second in games eliminates extra input lag. Research and expert opinions vary, with some studies suggesting it can help reduce perceived lag under certain conditions.

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PisulasRule
Senior Member
676
04-11-2016, 08:53 AM
#5
You're aware that the Frame Rate Target Control in AMD Crimson introduces some input delay, though it's significantly less than V-Sync.
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PisulasRule
04-11-2016, 08:53 AM #5

You're aware that the Frame Rate Target Control in AMD Crimson introduces some input delay, though it's significantly less than V-Sync.

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RainbowFish5
Member
122
04-12-2016, 03:20 PM
#6
In contrast to Vsync, you should experience almost no visible input delay. Still, certain games might cause brief stuttering or screen tearing; adjusting the refresh rate slightly lower (like 59, 143, or 164) can help resolve this issue.
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RainbowFish5
04-12-2016, 03:20 PM #6

In contrast to Vsync, you should experience almost no visible input delay. Still, certain games might cause brief stuttering or screen tearing; adjusting the refresh rate slightly lower (like 59, 143, or 164) can help resolve this issue.

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Gamer__X
Junior Member
4
04-13-2016, 09:48 PM
#7
Theoretical example... when I refer to your or yours, I mean any device or different hardware. Just a sample. While your 60hz monitor might restrict your eye movement, I’m sure your high pollrate keyboard and mice... might feel better in some ways when not synchronized at 100-300fps you can’t see but sense... is relevant. When compared to frame rates capped at 60-62fps, we’ve all seen the timing millisecond charts for many GPUs. If 60fps equals about 16.6ms and you unlock it while maintaining a steady 120fps constant, you’d get around 8.8ms... Wouldn’t input lag decrease? Is that the key factor?
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Gamer__X
04-13-2016, 09:48 PM #7

Theoretical example... when I refer to your or yours, I mean any device or different hardware. Just a sample. While your 60hz monitor might restrict your eye movement, I’m sure your high pollrate keyboard and mice... might feel better in some ways when not synchronized at 100-300fps you can’t see but sense... is relevant. When compared to frame rates capped at 60-62fps, we’ve all seen the timing millisecond charts for many GPUs. If 60fps equals about 16.6ms and you unlock it while maintaining a steady 120fps constant, you’d get around 8.8ms... Wouldn’t input lag decrease? Is that the key factor?

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Urban98
Member
66
04-17-2016, 02:49 PM
#8
Additional clips on inputlag
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Urban98
04-17-2016, 02:49 PM #8

Additional clips on inputlag

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trj55
Member
175
04-17-2016, 11:36 PM
#9
Could you clarify what you mean by "Maybe you wanted something like this"?
I'm here to help refine your request!
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trj55
04-17-2016, 11:36 PM #9

Could you clarify what you mean by "Maybe you wanted something like this"?
I'm here to help refine your request!

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195
04-19-2016, 08:30 PM
#10
Appreciate the videos you shared, though they haven’t addressed my query directly. Limiting FPS in games can indeed introduce extra latency or input delay.
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PARAN0ID_M3DIC
04-19-2016, 08:30 PM #10

Appreciate the videos you shared, though they haven’t addressed my query directly. Limiting FPS in games can indeed introduce extra latency or input delay.

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