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That's misleading. What you're talking about is the time to render a frame. Lock your FPS at 30, and watch that skyrocket. It won't have any affect on input lag. That ms will change on a lot of factors.
You can have 5ms rendertimes AND have input lag because you are rendering too many frames in advance.
Thanks guys.
That's really odd it wasn't working. It's like your game was in borderless and not FS.
after forcing through NVCP it works in all 3 window modes (fullscreen, borderless, windows).
IDK just glad that worked lol
On windows 7 you had windows aero for it, which dropped frames that went above refresh rate basically what fast sync does for dedicated window modes (mostly fullscreen where alt tabbing has issues), so you would never get tearing without vsync in borderless/window modes, but after going to win10, borderless doesn't help.
Adaptive vsync was even better in win7, in win10 it's useless.
In win10 above vsync works though better, and even if adaptive is useless, having vsync on while below refresh rate won't cause stuttering, unlike in win7 or below, where standard vsync below refresh rate was just a stutter fest when scenes/camera moved.
So yeah, best settings:
win 7 = borderless, fps limit below refresh rate, and/or fast sync for fullscreen dedicated mode or also an option adaptive vsync, it turns vsync off when below refresh rate. no idea about gsync, never got to use it with win 7 or below.
win 10 = borderless, fps limit below refresh rate, standard vsync forced on or when gsync is on the vsync forced off, but some exceptions where gsync doesn't work you can try forcing for that specific game fast sync when in fullscreen dedicated mode or standard vsync for the rest. (fast sync has a more stable framerate it doesn't change constantly more in 10 fps increments, probably because of the frame drop mechanic, but yeah do use a fps limiter when using fast sync, it doesn't cap it)