kohlrak: What are you getting with it and what are you getting without it? How much lag?
Sarafan: How can I measure lag? :) These are my feelings only. The input lag is slightly lower with triple buffer enabled, but it's still there.
Battery + wires + split bobby pin (actually broken into 2 pieces) + stick + small resistor + LED = pressure switch. The idea is that you want to make it so that when you press the key down, it makes contact with the split bobby pin which are connected to wires that are connected to LED, resistor, and battery, making a pressure switch. When you press the 2 ends together they'll light the LED, but since you'll have a stick between the two they'll immediately separate again when they try to bend back into place. For all intents and purposes, this would activate the LED so fast that i don't believe a slow motion camera exists that would be fast enough to capture the delay on the light.
Place pressure switch under keyboard key or mouse, record screen with camera phone at the highest FPS, use ffmpeg to convert video to individual frames. People like to do this with shooting, but movement keys on the keyboard work better. Repeat the test at least 10 times and average the results.
rojimboo: VRR is the way to go if you care about tear-free non-input-lagged gaming.
timppu: True, but then you need a GPU and a display device that both support it. G-Sync vs FreeSync etc.
As someone who doesn't currently have access to either technology, I guess I should check what RivaTuner does for me. However, I got the impression from some pages that unless you are getting constantly over 60 fps with your game(s), you should not use RivaTuner, like that it might be even worse than playing e.g. a 55 FPS game with regular vsync (which would lock it to constant 30 fps I guess)? Or did I misunderstand that?
To me it is both. If I play something like Dungeon Siege 1 or 2 which would run up to 200 fps without vsync, I'd like to limit to constant 60 fps with either vsync or RivaTuner, whichever does it best.
But if I play something like The Witcher 3 or Horizon Zero Dawn on the same laptop, the best I can hope for is maybe semi-constant 30 fps (with vsync on), so I am unsure if RivaTuner offers anything of use there, compared to running those games either with vsync off, or vsync on.
This is all still so confusing... I really loved that one RivaTuner configuration page which suggested how you first calculate the _exact_ refresh rate of your display device with like 5 decimals, then round that down and/or substract 0.001 from that number and enter that to RivaTuner... and then do more optimizations based on what your results are. Wow. Anything for smooth and lag-free gaming...
The problem with this is that it can desync and there'll be some slight tearing as it does. Most reliable (and efficient) solution would be using a driver that actually found a way to get a vsync IRQ (i'm sure the manufactuers have done it).
It's not a complex topic, really. The basic idea is that the screen refreshes every so often, then goes into a wait state between refreshes. Slow Mo Guys (or whatever they call themselves) has a good video captured with a slow motion camera showing how this actually works. The trick is that you have to send all the data to the frame to the video card (and then the screen) while it's *NOT* doing the vrefresh, else you end up with a tear. Now, the part that gets harder is that data transfers like that are not instant, and a v-refresh can occur while the data's being sent to the TV, so ideally, your GPU wants to send the data immediately after the refresh is done, or right after it's started (if the GPU is slower to send than the TV is to receive, causing only 1 frame lag (actually slightly less) to give it maximum time to send the data without another refresh occuring while it's sending.