> Turn v-synch off though and either using unlimited (not recommended obviously) or fixed, removes any lag. So it's obviously down to the v-synch in some way. Just a shame things look bad without it heh.
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well, you set the fixed framerate to 120fps. when someone has 85hz monitor, ther will be visible choppy display. also, when I set fixed framerate to 60 fps (my screen refresh rate), the lag is still there. (i believe in 120fps, it is there also, but half as visible)
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> Edit: Ok more testing and yup. Turn v-synch off and there's absolutely no lag whatsoever.
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nope. i set the vsync to "force off" in nvidia control panel - no difference sadly so for me to minimise the lag, the settings are "max pre rendered frames - 0, tripple buffer - off, vertical synchrtonization - use application setting/off/on - does not make a difference)
i'm still using the v-synced display in construct, as using fixed or unlimited is bad - the way you see it, setting the app to fixed 120 lowers the lag, you can set it to 240 and lower it more, this is not the way to do things here also i'm not saying this is a construct problem, but still i'd like to know how to overcome it.
The 120fps was just something I left it at, it works without lag at 60fps, 20fps, 900fps too. The point was, turning v-synch off solves the problem, at least on my end, and you can either build the game with it off, or let the user force it off via their control panel for their video card.
I did read somewhere that machines that are too fast are the ones with this problem, and ones that are slower are immune to it. Which makes me think, when you've got everything on there doing it's thing, this is probably not going to be happening then.