Search found 17 matches
- 14 Nov 2019, 15:26
- Forum: G-SYNC
- Topic: Pre-rendered frames etc. (continued from G-Sync 101 article)
- Replies: 68
- Views: 79613
Re: Pre-rendered frames etc. (continued from G-Sync 101 arti
Thank you, @jorimt, I'll have a look! EDIT: So the short version is: "Ultra" does nothing over "On" if you are GPU bound. It does something similar as an in-game or the RTTS limiter and the ranking would be: in-game > RTTS > NULL. I was hoping for something that improves latency within the GSync ran...
- 14 Nov 2019, 10:50
- Forum: G-SYNC
- Topic: Pre-rendered frames etc. (continued from G-Sync 101 article)
- Replies: 68
- Views: 79613
Re: Pre-rendered frames etc. (continued from G-Sync 101 arti
Is this already a necro?
I just tried NVidia NULL (Ultra Low Latency driver mode) and noticed that my games on a 166 Hz display get limited to 159 fps. Does anyone know what happens there "under the hood" besides the 0 pre-rendered frames?
I just tried NVidia NULL (Ultra Low Latency driver mode) and noticed that my games on a 166 Hz display get limited to 159 fps. Does anyone know what happens there "under the hood" besides the 0 pre-rendered frames?
- 31 May 2019, 09:21
- Forum: G-SYNC
- Topic: Pre-rendered frames etc. (continued from G-Sync 101 article)
- Replies: 68
- Views: 79613
Re: Pre-rendered frames etc. (continued from G-Sync 101 arti
Thanks for your clarification! Although more time consuming to digest, I always prefer the long answers. :) Interesting what you say about low-persistence screens in VR HMDs. I first heard of this with OLED, and at first it surprised me to see that many newer headsets come out with LCDs. But I suppo...
- 25 Mar 2019, 15:14
- Forum: G-SYNC
- Topic: Pre-rendered frames etc. (continued from G-Sync 101 article)
- Replies: 68
- Views: 79613
Re: Pre-rendered frames etc. (continued from G-Sync 101 arti
<Blur Busters Technology Pandora Box> [...] </Blur Busters Technology Pandora Box> Sir Chief Blur Buster, I have to deeply apologize for having you write down such a detailed and profound reply and to not read it for such a long time! My new job demands a lot of me and I had to cut down on most ext...
- 27 Jan 2019, 10:27
- Forum: G-SYNC
- Topic: Pre-rendered frames etc. (continued from G-Sync 101 article)
- Replies: 68
- Views: 79613
Re: Pre-rendered frames etc. (continued from G-Sync 101 arti
Of all the requirements -- dynamic overdrive is the biggest difficulty. It's horrendously complicated, especially in varying frametimes. The overdrive needs to try to predict the next frametime, not the previous frametime, which is sometimes hard to guess. If you can't do dynamic overdrive properly...
- 13 Jan 2019, 17:42
- Forum: G-SYNC
- Topic: Pre-rendered frames etc. (continued from G-Sync 101 article)
- Replies: 68
- Views: 79613
Re: Pre-rendered frames etc. (continued from G-Sync 101 arti
From the previous discussion I understood that VRR with V-Sync enabled in NVCP has the same issues as mere V-Sync, correct? Only if you disable V-Sync with VRR, and accept some minor tearing here and there, you can get rid of all the down-sides? I *think* you're talking about the issue (correct me ...
- 13 Jan 2019, 17:34
- Forum: G-SYNC
- Topic: Pre-rendered frames etc. (continued from G-Sync 101 article)
- Replies: 68
- Views: 79613
Re: Pre-rendered frames etc. (continued from G-Sync 101 arti
There are many tactics of waiting. Let's also note the GeDoSaTo technique of delaying inputread+render+flip too, which is not normally typically done by RTSS. It's possible for a capper to present quickly, followed by immediately a predictive blocking-wait (based on historic frametimes) before retu...
- 13 Jan 2019, 17:03
- Forum: G-SYNC
- Topic: Pre-rendered frames etc. (continued from G-Sync 101 article)
- Replies: 68
- Views: 79613
Re: Pre-rendered frames etc. (continued from G-Sync 101 arti
Thank you very much, this post was extremely interesting and helped my understanding! Which means latency is more uniform for the whole screen plane during VSYNC OFF, unlike for VSYNC ON At the time a particular line appears on the screen this line is less old then if it was created with VSÝNC ON. S...
- 06 Jan 2019, 16:17
- Forum: G-SYNC
- Topic: Pre-rendered frames etc. (continued from G-Sync 101 article)
- Replies: 68
- Views: 79613
Re: Pre-rendered frames etc. (continued from G-Sync 101 arti
@Chief Blur Buster:
This is seriously getting out of hands!!
I will read your post carefully and maybe come back with one or two questions, if I may.
This is seriously getting out of hands!!
I will read your post carefully and maybe come back with one or two questions, if I may.
- 06 Jan 2019, 16:16
- Forum: G-SYNC
- Topic: Pre-rendered frames etc. (continued from G-Sync 101 article)
- Replies: 68
- Views: 79613
Re: Pre-rendered frames etc. (continued from G-Sync 101 arti
It's just due to blocking. The game thread that does the present() call does not resume execution until the present() hook of RTSS returns. The CPU load you see in RTSS is simply because RTSS uses a busy loop in its present() hook to count time rather than waiting on a system timer (it does that fo...