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I don't mind the 60 fps cap as I don't see anything that benefits for going over that. Heck, I don't mind a 30 fps cap as long as the game was designed around it.
Never played that game, so I wouldn't know.
Or that one.
Yes, even 2D games (to a much lesser extent), though that also depends on what kind of game I'm dealing with. Games like Mario, Zelda, or side-scrolling shooters would be a definite no-no for me as input times feel way too blatant (usually Vsync is done well in most 2D titles I've played, I'll admit -- except for some emulated titles). If the experience is decent enough, I'll try to cope with it, but I will constantly have frustration picking at my brain due to an apparent disconnect in inputs.
It very rarely effects me in 2D games, to be honest. 2D games are handled pretty well.
First post nails it.
Also, sometimes it causes more hitching and frame pacing issues than it fixes. Again, that usually goes for badly done console ports.
Afaik, double buffer means lower input lag and triple means more smooth looking motion, when vsync is enabled.
I guess, its heavily depends on the game too.
I remember og Borderlands had issue with vsync. There wasnt even option in the graphics menu to enable it, but you could from the INI. File.
I did enable it from that file, and i remember aiming felt weird. Like the cursor moved in blocky way, like it didnt move from pixel to pixel but 3 to 5 pixel per movement. It didnt make aiming impossible, but it did affect it negatively. Idk if it would had been better if i had mouse with 500hz polling rate and with good settings, but even with low end basic mouse, aiming felt normal without vsync.
I hated tearing and fan noise/temps, so i preferred vsync, even though it wasnt very well implemented.