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Spindel said:

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)

Yes, that's why it's just as possible to make the perfect lap at 30fps compared to 60fps. As long as it's steady and the simulation is tuned to deliver the next frame exactly on time. The advantage of using v-sync is that you know exactly when a frame will be displayed to the user, so you can fine tune your sim engine to advance exactly 17ms or 33ms per frame.

With VRR you display the frame as soon as it's done. The problem with that is, the engine doesn't know in advance when the frame will be displayed, and thus can't finely match car movement with frame placement. Missing v-sync is worse as your frame meant to be displayed now with car movement based on 'now' is displayed a frame later, screwing you up.

And yep, you mostly drive on feeling, muscle memory. But to fine tune that feeling you need a steady delivery, either 30 or 60. Racing sims simulate at a higher frequency btw, most run at 240hz. This fine tunes input and sampling the track, not to skip over any bumps in the road. A bit like surround sound where sampling at 192khz has zero benefits to your hearing from one speaker (humans can't hear tones over 22khz), but the human ear can detect differences between sounds arriving as small as 10 μs. 192kz makes it possible to space sounds over different speakers as close as 5 μs (0.0052 ms).