>that's bullshit
there's no 3rd buffer, just two "uroborus" circular buffers and a fancy "gear switch" = flip logic to allow presenting frames from either of them at any given time and then designating = tagging = naming it as "last rendered buffer" so the next one goes in the other one and so on
From Nvidia's own explanation of what Fast Sync is:
3 buffers:
1) Front buffer for scan-out
2) Back buffer for rendering
3) Last rendered buffer to store the last frame rendered
Without that 3rd buffer, you fall back to regular V-Sync behavior.
Last time I checked, 3 is "triple" in the English language and so this is "triple buffering". So, before you rudely call bullshit on an Internet stranger's response, make sure you at least have the right information.
>no such thing as 1-frame latency penalty - it's quite close to vsync off
You're responding to a claim I didn't make. I was referring to triple buffering as implemented in games - a frame queue - not to Fast Sync.
>however at low refresh rates g-sync sucks ballz for any kind of competitive shooter since the input lag when capped at let's say 144-180 fps is much higher than if running at full potential of let's say 600+ fps
This has been demonstrated to be false several times, starting with Blur Buster's findings almost a decade ago. G-Sync at even lower refresh rates like 144Hz adds \~1ms input latency over the best case input latency with everything off (V-Sync, G-Sync, high framerate limit), while giving you complete frames instead of torn frames (which makes the benefit of torn frames that arrive a tiny bit sooner due to tearing questionable). Without a framerate limit, the GPU is pegged at \~100% usage and this causes additional input latency \again\, completely negating the \~1ms penalty incurred by G-Sync + V-Sync + framerate cap below refresh rate and adding on top of that even more.
At higher refresh rates the comparison becomes completely senseless and you should always, always use G-Sync + V-Sync + Reflex. I don't care what CS2 pros who run their monitors at 1280x960 stretched with 400-800 DPI on a modern gaming mouse say, this is just what they're used to from playing on potato PCs when they got started, there's nothing scientific about it.