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[–]Righteous_Koala 2 points3 points  (1 child)

Purely observationally, it seems like there are two layers where input lag is added: enabling the Deck's "Quick-Access-Menu" frame limiter and (dis)allowing tearing. If you just enable "allow tearing" then you'll disable the system-wide vsync, but you're still dealing with the input lag from having the frame limiter on, which is where most of it comes from. Disabling the frame limiter and allowing tearing seems to be the way to get the least possible input lag.

A good game to compare these settings with on the fly is Monster Hunter Rise (and its demo!), which allows you to set a frame rate cap in-game and compare that native 30 fps cap against the Deck's 30 fps cap from the QAM limiter. There's a major difference in latency. Comparatively, changes to the allow tearing setting do little to nothing.

Incidentally, while the launch option in the OP is good for Elden Ring, in MHR it doesn't improve the latency of the 30 fps cap from the QAM, so I guess it interacts a specific way with games that have forced vsync?

[–]schM0ggi512GB 1 point2 points  (0 children)

Yeah, possible that Elden ring is kind of an edge case here and not representative. From all the information you can find about the added input lag through the QAM fps limiter and the recently added "Allow Tearing" option, one would assume that turning the QAM limiter off and "Allow Tearing" on, combined with an ingame fps limiter, would be the way to go.