Woops, you're right. I downloaded the newer one but it still doesn't feel very good. I'll do some latency tests when i get the camera back tomorrow.
I think we talk about this at one point. I think it was MasterTaco said that nQuake/ezQuake and GeDoSaTo had a predictive fps limit feature or what ever you want to call it.
http://www.neogaf.com/forum/showthread.php?t=1043959
NVIDIA may have implemented a synchronous framerate limiter
- lexlazootin
- Posts: 1251
- Joined: 16 Dec 2014, 02:57
Re: NVIDIA may have implemented a synchronous framerate limi
I don't think so. It seems to use a fixed target (1000/framerate milliseconds.) It just blocks until at least that amount of time has passed since the last frame.Chief Blur Buster wrote:I haven't studied RTSS closely, but:
Does RTSS use predictive waiting before input reads? To do just-in-time rendering before VSYNC?
Although Jorimt's tests didn't specifically test for this, the "up to 1 frame of latency with vsync enabled" result should probably be interpreted as RTSS not doing prediction.
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The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
Re: NVIDIA may have implemented a synchronous framerate limi
Jorimt's tests show that Gysnc + VSync with RTSS limiting FPS just below refresh rate is the best solution.RealNC wrote:I don't think so. It seems to use a fixed target (1000/framerate milliseconds.) It just blocks until at least that amount of time has passed since the last frame.Chief Blur Buster wrote:I haven't studied RTSS closely, but:
Does RTSS use predictive waiting before input reads? To do just-in-time rendering before VSYNC?
Although Jorimt's tests didn't specifically test for this, the "up to 1 frame of latency with vsync enabled" result should probably be interpreted as RTSS not doing prediction.
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