Should i let that thing On or Off to have better fps ?, right now mine is On but my fps seems to be the same as pre-update (need more testing tho). I just wonder if that option does anything anyway.
Thread Sync: On or Off ?
I´m also confused, I don´t care about fps I just want mouse responsiveness so no mouse input lag, this means I should put tread sync OFF and in game files have set to FALSE ? I think on means better performance at the cost of input mouse lag ?
SD must bring clarification to this video option, it’s too complicated for the average gamer.
@RazielWarmonic could you tell that to the devs? It seems to be a problem. 
Ofc theres already a Faraleth thread about it… This guy is a working horse.
http://forums.dirtybomb.nexon.net/discussion/21536/psa-thread-sync-changes
Anyways, once more in my own words:
The config file variable did NOT change so keep everything as is if you used it before.
Higher FPS with input lag:
ThreadSync OFF (in the ingame UI) means the same as
OneThreadInterval ON (in the config file)
Lower FPS without input lag:
ThreadSync ON (in the ingame UI) means the same as
OneThreadInterval OFF (in the config file)
So once more, the value of the config files has been untouched but the UI uses the inverted values now.
Really don’t understand why they changed this. All its done is cause confusion. lol
They shouldn’t have said that they “inverted the behavior.”
After multiple tests switching OneFrameThreadLag from “True” to “False” in the ShooterEngine.ini, the setting seemingly remains the same despite what the patch notes say.
I have always had it on and I changed it to off after seeing this, but I suffered an insane FPS drop. After turning it back on, I got my 90 frames back.
[quote=“Robtastic;126035”]SD must bring clarification to this video option, it’s too complicated for the average gamer.
[/quote]
Phah. It’s not. Every average game understands what’s performance and input latency.
Personally I have it off. I can sacrifice some FPS at the cost of exact inputs.
[quote=“FireWorks;126046”]Ofc theres already a Faraleth thread about it… This guy is a working horse.
http://forums.dirtybomb.nexon.net/discussion/21536/psa-thread-sync-changes
Anyways, once more in my own words:
The config file variable did NOT change so keep everything as is if you used it before.
Higher FPS with input lag:
ThreadSync OFF (in the ingame UI) means the same as
OneThreadInterval ON (in the config file)
Lower FPS without input lag:
ThreadSync ON (in the ingame UI) means the same as
OneThreadInterval OFF (in the config file)
So once more, the value of the config files has been untouched but the UI uses the inverted values now.[/quote]
This should be the tooltip right there.
[quote=“Jostabeere;126088”][quote=“Robtastic;126035”]SD must bring clarification to this video option, it’s too complicated for the average gamer.
[/quote]
Phah. It’s not. Every average game understands what’s performance and input latency.
Personally I have it off. I can sacrifice some FPS at the cost of exact inputs.[/quote]
Clear communication is something different.
Having a variable active with Off in the UI and True/On in the config files is a bit weird.
[quote=“Robtastic;126035”]SD must bring clarification to this video option, it’s too complicated for the average gamer.
@RazielWarmonic could you tell that to the devs? It seems to be a problem.
[/quote]
Already on it, trust me, it’s even confsing to me. 
I am fairly well versed in the area of input latency due to my connection with the fighting game community. We are pretty well known for being obsessed with hardware that removes as much latency as possible due to the strict and consistent timings required for the genre.
With that said, losing one frame to have a much smoother and higher frame rate is well worth it. Especially when you consider that most of you are running over 60fps. If you were running 60fps you’d lose 16.67ms of time to input latency which, even in the fighting game community, is acceptable for many. And that’s considering many games in the genre have “1 frame links”. A first person shooter, by comparison, is incredibly more forgiving. Also, when you factor in a lot of people getting much higher frames per second than 60 in Dirty Bomb the latency gained from one frame lost is reduced drastically. Me losing a frame at 300FPS isn’t the same as me losing a frame at 60FPS. But losing a frame at 60FPS is still incredibly small.
As a person who very much worries about input lag in games and in the hardware I use I would highly recommend turning Thread Sync to off. Yes, you lose one frame but the amount of FPS you gain and the consistency of that FPS offsets the loss.
Food for thought.
[quote=“Amerika;126267”]I am fairly well versed in the area of input latency due to my connection with the fighting game community. We are pretty well known for being obsessed with hardware that removes as much latency as possible due to the strict and consistent timings required for the genre.
With that said, losing one frame to have a much smoother and higher frame rate is well worth it. Especially when you consider that most of you are running over 60fps. If you were running 60fps you’d lose 16.67ms of time to input latency which, even in the fighting game community, is acceptable for many. And that’s considering many games in the genre have “1 frame links”. A first person shooter, by comparison, is incredibly more forgiving. Also, when you factor in a lot of people getting much higher frames per second than 60 in Dirty Bomb the latency gained from one frame lost is reduced drastically. Me losing a frame at 300FPS isn’t the same as me losing a frame at 60FPS. But losing a frame at 60FPS is still incredibly small.
As a person who very much worries about input lag in games and in the hardware I use I would highly recommend turning Thread Sync to off. Yes, you lose one frame but the amount of FPS you gain and the consistency of that FPS offsets the loss.
Food for thought.[/quote]
If you very much worry about input lag, then you would turn thread sync on since it ditches some fps for less input lag. That’s what the