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SvennoJ said:
Spindel said:

That does not sound like a frame rate issue but as a input lag issue. 

It was per illustration of why I think a steady frame rate is essential. If the slight difference in input lag between tvs already makes a difference, then dropping frames or variable frame rate would be just as bad for precision. With a locked frame rate you can expect to move exactly 1 meter forward each frame at 216kph (60 m/s). That steadiness makes it possible to fine tune brake and turn in points to the cm. But if say you have VRR going between 40 and 80 fps, now each frame you move between 1.5m and 75cm forward. Or when dropping to 30fps (dropping a frame) now the next frame you make a 2 meter jump, while the last 1 meter jump appeared 17ms too late.

30fps racing works fine too as long as input lag is kept low and zero judder. 30fps gets problematic when the frame time is sometimes 17ms, mostly 33ms and sometimes 50ms. (Delivering 30fps on average). Higher frame rates decreases judder (as well as VRR) but the real problem is needing a steady locked fps.

I wonder how much of this is deterimental to your in game performance and how much is only imagination (I’m not picking on you it’s meant as an open question). 

I’m willing to bet that most racing sims caps the simulation speed above a certain frame rate. And in a racing game, as in real world driving on a track, at high speeds just proceed to fast for you to visually interpet all that data anyway and you go by ”feeling” (or to use a more correct term: experience). So just because there is more visual data you actually don’t get more information just ”empty” frames that your brain still can’t process and filters away for you.

(real life example of your brain filtering and ”throwing away” data is speed blindness where after driving fast and slowing down to let’s say 50 km/h it feels like you are crawling because your brain is still in filter mode)