What exactly does this option do? It bumps my aim from barely decent to way above average, but sadly introduces awful framerate and really bad stuttering.
Why does ThreadSync make my aim 10x times better?
Some details about it here: http://forums.warchest.com/showthread.php/46570-The-Mystery-Of-Thread-Sync-ON-OFF
@Foxyens said:
What exactly does this option do? It bumps my aim from barely decent to way above average, but sadly introduces awful framerate and really bad stuttering.
I believe it locks your FPS to your monitor refresh rate by caching frames to display them smoothly. The cost of having it on is input lag and I imagine the stuttering you see is due to an uneven frame cache. So if your monitor refreshes at 59Hz and your video is running over 59 FPS, thread sync will try to cut out the extra frames so you only see 59 of them as smooth as possible. So if you have input on, say, frame 52, but frame 52 and 53 are cut, you won’t see it until frame 54, displayed on “frame 52”.
This could contribute to better aim because the extra frames of jittering players (going a d a d a d a d to dodge) are being cut down, so you’re not overreacting to movement as much. You could also have considerable input lag on your devices that are actually being REDUCED by this setting, some how… but I find that highly unlikely.
I could be super wrong though. All I know is “INPUT LAG BAD, TURN OFF THREADSYNC” because I’m a cro-magnon
The description of Thread Sync in-game says reduced franerate, reduced input lagg.
@Melinder said:
The description of Thread Sync in-game says reduced franerate, reduced input lagg.
I was going to be a coy fucker and just read the in-game description too, but I’m at work 
But I don’t think it describes enough for the point of this thread. I believe the reduced input lag claim comes from the frame 52/53/54 example I had. Input on frame 52, movement registered on frame 53, both frames being cut and displayed together on the same frame, so they appear in sync.
All I know is that if I use Thread Sync, I get like 90 FPS, and that’s a nono.
@Melinder said:
All I know is that if I use Thread Sync, I get like 90 FPS, and that’s a nono.
Cro-Magnon, like I said
@OwynTyler said:
Who cares about inputlag when this games shooting is hitscan anyway?
Because it messes with your head? If you move your mouse and the game moves your crosshair several frames later, you won’t be able to track a player.
Thread sync on = one frame thread lag off
One frame thread lag on adds a one frame delay for higher and more stable FPS at the expense of one frame of input lag. If you’re able to get very high FPS using one frame thread lag the input lag added will be minimized and the aiming experience overall should be much better because FPS is higher and much more stable than with it off.
The issue I have with the input lag in DB is that is can fluctuate and often spikes in 1vs1 firefights. Incredibly frustrating and worse when one frame thread lag is on IMO. Been trying to find a fix for a long time, disabling texture streaming was working before the most recent game update. Damage feedback and hit registration have been wonky since that update for me as well, hoping for fix soon.