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No problems, and to further remove any input lag and have the smoothest visuals you can do this. (Vsync enabled, never turn it off)
Force exclusive fullscreen in the Skyrimprefs ini. (Game defaults to borderless window mode and that renders your desktop behind the game which reduces performance/causes stuttering)
bBorderless=0
bFull Screen=1
75-360hz Gsync compatible monitors:
Make sure you have Nvidia color selected in the "Change Resolution" menu in the Nvidia Control Panel, and have it set to "Full" range, this will prevent colors from being washed out at 60hz Gsync. Lock your FPS to 60 (or 16.666 frametime) with RivaTuner Statistics Server. Skyrim will force a fixed 60hz refreshrate when launched, you must pull up the Steam overlay, then alt+tab the game and then alt+tab back in to get your native refreshrate working and get Gsync to work. 60hz fixed refreshrate vs 60hz Gsync with 144hz active for instance has much higher input latency so you must alt+tab to fix it and get the lower input lag of 60hz on 144hz Gsync active.
Any monitor with fixed refreshrates:
Change your monitor refreshrate to 60hz (It may be 59.997 and not 60hz exactly, check in Windows Advanced Display settings for accuracy). Make sure Nvidia ULL is turned on in NVCP, also enable Nvidia color under "Change Resolution" and set to Full range. Use RivaTuner to lock fps to slightly under your fixed refreshrate. So for 60hz even, lock to 59.993 or if it's 59.99~ lock to slightly under that (59.990).
Remember, Vsync does not cause crazy input lag, it's the pre-rendered frames being used that cause it, forcing 1-3 or even 3-6 double/triple buffered frames to be displayed and exceed your refreshrate... which causes input lag. For example, I run 144hz Gsync + In-Game Vsync and cap to 138 or slightly under the lowest regular frame drop for all my games, ex. Cyberpunk drops to 63 lowest in most demanding area, I will lock to 60 so my CPU never uses a pre-rendered frame. Nvidia Ultra Low Latency disables pre-rendered frames from being used on DX9/10/11 games. DX12 doesn't work with ULL and has its own input lag mitigations for that. You should always use Vsync as other game optimizations may be tied to their in-game implementation. Using RTSS to cap to your lowest regular frame drop will also prevent pre-rendered frames from being used often, which reduces input lag significantly.