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How does FreeSync look compared to G-Sync at this point?

Talk about NVIDIA G-SYNC, a variable refresh rate (VRR) technology. G-SYNC eliminates stutters, tearing, and reduces input lag.

Re: How does FreeSync look compared to G-Sync at this point?

Postby jorimt » 05 May 2017, 10:04

Sparky wrote:That's exactly what I mean by "overshoot". Framerate limiter sees framerate is too low, so it tries to correct, but because of the nature of the hitch, any correction is too much.

Not sure how to properly investigate it. To start with you'd have to be able to repeatably introduce framerate hitches of a known character, and see how the limit reacts to it. Ideally you get source code access to the framerate limiter, coupled with FCAT, so you can see exactly how much time the framerate limiter is impacting each frame.

I see. I wasn't aware that fps limiters had any projectional or regulatory control over framerate well below the set fps limit, though this does make sense now that I think of Unreal Engine's "bSmoothFrameRate" parameter.

Do you know if this behavior applies to all fps limiters, or is it limited to a certain type (in-game, CPU-side, driver-level, etc)?
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Re: How does FreeSync look compared to G-Sync at this point?

Postby Sparky » 05 May 2017, 15:13

jorimt wrote:Do you know if this behavior applies to all fps limiters, or is it limited to a certain type (in-game, CPU-side, driver-level, etc)?

Don't know, it's not something I can easily test. It would depend on where the limiter is in the pipeline, where the limiter measures framrate, if it does any averaging, and which part of the pipeline caused the hitch.
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Re: How does FreeSync look compared to G-Sync at this point?

Postby jorimt » 05 May 2017, 15:51

No doubt, I appreciate the initial info.
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