Yeah, not a fair comparison running different cars and zonder's using Vsync.
Zonder, i would not be using the ingame vsync video though. If tearing is a real issue for you (as it is for me) there is an alternative vsync solution but only for nvidia users that i know of. It's called Adaptive vsync (perhaps there is now an amd equivalent, if not through the CCC then maybe through something like rivatuner). In short, it's vsync only when the fps is at or above your native refresh rate. This way you don't get those choppy moments that happen when your fps dips below 60 (to say 50fps) which causes vsync to churn out 30fps instead as well as the ugly screen tearing.
Having said that, i'm not 100% sure if the ingame vsync video option works in the same way (with regards to halving the fps to 30 if your fps dips below 60) because as i know from prior experience with it, it is drop dead smooth. However, it comes at a big cost to latency...around 200ms (if not more). When i was first exposed to this as were many of us (thanks to KeiKei) back in the earlier days of rf2 beta, i noticed that my lap times around LRP in the skippy (which i had been driving for a solid 1-2 months continuously at that time) suddenly improved around 0.35-0.5s (which may not sound a lot but considering i had plateaued for a couple of weeks prior) and my lap time consistency shot through the roof (compared to how i was driving with vsync video on). I started to become aware of how i was having to guess the correct moment to initiate turn ins into the corners and how they should be modulated throughout the corners by shear predetermined guesswork when i was using vsync video. It was also responsible for pretty much all the unexplainable un-savable yet only slight/relatively-small oversteer moments. It was only when i disabled it that i realised this and could start making decisions in the moment which made driving both a heck of a lot easier and more natural feeling (hence the consistency and lap time improvements).
Next time your in the sim, get into any car and oscillate your wheel left/right (best done quickly to easily highlight the issue) and see how much of a delay is happening onscreen with the virtual steering wheel. Then repeat the experiment with vsync video off (perhaps also making sure you don't have any vsync on in CCC as well).
Problem though is that even with Adaptive sync (for nvidia users) there is in fact some lag that still remains (thanks to someone on the forum for making me aware of this). It's worse for 60hz users and much less so for 120hz users (i.e. me) but still no where near as bad as vsync video's lag.
Here is KeiKei's thread on input lag (relating to vsync in this case), well worth the read/look:
http://isiforums.net/f/showthread.p...ut-lag-(but-in-expense-of-details)?highlight=
It's a shame that this sort of issue exists. Nvidia has now made Gsync monitors that remove this issue completely, offering tear free gaming with minimal visual delay/input lag. But not exactly an option if you don't have an nvidia card either and not a cheap solution.
Those provided by KeiKei however should work well but as always, something needs to be compromised.