Well it appears to be game engine related and differs for every game. While the method I suggest below will give the lowest latency with tear free or tearing that is not the case in overwatch.
Here is my new guide to the lowest possible input lag in overwatch:
Set the in-game fps limit to your fps. Make sure it doesn’t dip below that value or it will increase input lag (microstutter)…
Original post below. No need to read it now. Use new method above.
First I will go over in-game settings.
-VSYNC
optimal setting: off
benefit of optimal setting: VSYNC typically adds 2 frames of input lag (33.2ms @60 Hz, 20ms @100 Hz, 13.8ms @144 Hz, etc…)
drawback of optimal setting: tearing will occur and gameplay will not feel as smooth, BUT there is an alternative called SSYNC which offers no tearing & smooth gameplay with no additional input lag I will mention later.
-TRIPLE BUFFERING
optimal setting: on* (see below, otherwise set to off)
benefit of optimal setting: required for fast sync method otherwise set to off
drawback of optimal setting: WHEN USING VSYNC it increases input lag but reduces stutter
-REDUCE BUFFERING
optimal setting: on
benefit of optimal setting: reduced input lag
drawback of optimal setting: decreases fps, especially minimum fps, due to increased cpu idle time
note: nvidia control panel has a setting called Maximum pre-rendered frames. I suggest setting this to 1 to achieve the same effect as reduce buffering on because problems have been reported with the in-game setting.
-LIMIT FPS / FRAME RATE CAP
optimal setting: CUSTOM / 300 FPS
benefit of optimal setting: will not interfere with the microsecond accurate display syncing fps limiter RTSS
drawback of optimal setting: none unless you forget to launch RTSS
now I will go over out of game settings
Google RTSS guru3d and grab the latest version of riva tuner statistics server. It is a microsecond accurate display syncing fps limiter, aka an fps limiter that offers
SSYNC(scanline sync). As of this post the latest version is 7.2.3
First, before you configure anything, make sure RTSS is working with overwatch. To do this launch RTSS then launch overwatch, and you should see an fps counter as seen in the example preview in RTSS. My current settings for the fps counter are
On-Screen Display support: on
On-Screen Display rendering mode Raster 3D
On-Screen Display coordinate space: Framebuffer
Show own statistics: on
If you see RTSS’s fps counter then go ahead an hop in a training match, and alt+tab to RTSS. Set the Framerate limit to 0 and set Scanline sync to 1. Alt+tab back to overwatch then swing your mouse left and right quickly. You should see a tearline somewhere on your screen, if you don’t, set Scanline sync to 500 and search again. Pay attention to how much the line vibrates. If it’s pretty much stationary your pc is fast enough to handle your graphics settings. If the line is all over the place then you need to lower your graphic settings (or upgrade your pc lul)
Imagine the images sent from your video card to your monitor as a movie reel. There is a area of black between every picture. You want to move the tear line into the black invisible part. Set the Scanlinesync to slightly above your vertical resolution (for example 1180 on 1080p or 1540 on 1440p) If you see the tearline at the bottom of the screen increase the value, if you see it at the top then decrease the value. Do this until you can’t see it. Now you have no tearing, smooth gameplay, and no additional input lag.
If your pc can achieve twice the framerate as your refresh rate then you can reduce input lag even further ESPECIALLY at 60hz
It may not look like it but Scanline sync is actually a button you can click. If you click it it will cycle through 3 options, Scanline sync, Scaline sync x2, and Scanline sync x/2. Set it to scanline sync x2. Set the value to either 1/5th (or if your pc really is that good 1/10th) less than your vertical resolution. 864 or 972 @ 1080p. Go back to overwatch. You should now have 2 tearlines. One near the bottom of the screen and one near the middle of the screen. The most important thing is to make sure that the bottom tear line does not vibrate below the bottom of the screen. If it does this means microstuttering. Decrease your graphics or the scanline sync value (or upgrade ur pc lul) Once it’s stable go ahead and close overwatch and open upgrade nvidia control panel and enable fast sync, or open amd’s control panel and enable enhanced sync. Now you’ve reduced your input lag by half of a frame. 60hz will have input lag more similar to 120hz.
but tf2sniperguy why do I have to generate 2 frames when it’s only showing every other one, couldn’t the gpu and cpu idle for half of a frame or even any duration? It could even be an automatic variable and just a simple on/off option! It would save electricity and generate less heat too while offering the lowest input lag for every pc!
YES YES & YES. There is somebody working on this very thing at home. It is definitely the future and I assume it will be offered on a driver level. I’m sure if this idea had crossed nvidia or amd they would battle to implement it first, but they are foreheads.