PeterScott
Platinum Member
- Jul 7, 2017
- 2,605
- 1,540
- 136
In Windowed mode, Windows enables a form of V-sync and also enables a form of triple buffering. That last part is why the FPS will vary in such a way. The bad news is that it also causes more latency when you maintain your refresh rate. V-sync on a single GPU usually uses single buffering, so it will tend to lock at 30 FPS when it is failing to reach 60. With SLI or CF, it also behaves as triple buffering does, as there is an additional buffer added for each GPU.
This still doesn't vary the refresh times. When you are below your refresh rate, you'll get a mix of 1 or more frames of wait time between each change of frame. This causes some micro stuttering.
The lack of VRR, can be partially mitigated with a monitor that has high native refresh, even when running down at lower fps.
If you had a 144Hz monitor even if running the game near but less than 60 FPS it won't drop to 30 FPS, like 60Hz monitor, the next step down for 144Hz monitor using Vsync below 60 FPS is 48 FPS, which is much more tolerable.
With a high native refresh with choices of Vsync with smaller penalties for missing your target and the ability to simply run without vsync if you must have the fastest refresh, and even lower lag that VRR(though you get screen tear) , and then some games have triple buffering that helps as well.
So I won't be chasing VRR monitors until the proprietary VRR nonsense ends. I will just buy the best overall monitor/$ ignoring VRR features.