Search found 21 matches

by Kaldaien
21 Nov 2021, 00:47
Forum: General — Displays, Graphics & More
Topic: Special K: New "Latent Sync" Limiter [Better than RTSS Scanline Sync]
Replies: 11
Views: 18832

Special K: New "Latent Sync" Limiter [Better than RTSS Scanline Sync]

Introduction In 2018, RTSS added a new framerate limiter mode called Scanline Sync to steer the tearline off-screen while VSYNC is off. RTSS Scanline Sync has a number of limitations that we believe have limited its appeal and adoption, none the least of which RTSS is a closed source product that c...
by Kaldaien
20 Nov 2021, 20:18
Forum: Input Lag / Display Lag / Network Lag
Topic: Page flipping timing inside VBI
Replies: 2
Views: 1459

Re: Page flipping timing inside VBI

The actual flip is permitted to happen at any time during blanking, actually. The only requirement is that swaps complete before the raster exits blanking. There is even a test in Microsoft's driver certification for Presents occurring extremely close to the end of blanking. VSYNC, when implemented ...
by Kaldaien
21 Aug 2021, 02:31
Forum: Area 51: Display Science, Research & Engineering
Topic: HOWTO: Quick Frame Transport (QFT) - Large Vertical Totals (reduce lag, reduce crosstalk)
Replies: 56
Views: 142339

Re: HOWTO: Quick Frame Transport (QFT) - Large Vertical Totals (reduce lag, reduce crosstalk)

Oh, that is interesting. I have code in place to under/overshoot VBLANK, but it is relative to the beginning of VBLANK. I move the target just slightly before VBI fires off so that the present never gets rescheduled to the next refresh cycle. This is a hugely annoying part of Windows behavior, its ...
by Kaldaien
16 Aug 2021, 16:00
Forum: Area 51: Display Science, Research & Engineering
Topic: HOWTO: Quick Frame Transport (QFT) - Large Vertical Totals (reduce lag, reduce crosstalk)
Replies: 56
Views: 142339

Re: HOWTO: Quick Frame Transport (QFT) - Large Vertical Totals (reduce lag, reduce crosstalk)

also Quick Frame Transport currently only reduces lag if you simultaneously use RTSS Scanline Sync (with negative number tearline indexes) to move Present() from beginning of VBI to the end of VBI. could special k be made to move Present() forward? these modes are very useful for strobed lcd, allow...
by Kaldaien
15 Aug 2021, 17:56
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Reliable and efficient busy-waiting?
Replies: 10
Views: 21866

Re: Reliable and efficient busy-waiting?

4. You can use high-precision timer events on some machines, but best is to timer until ~1ms prior, then busywait remaining of way. What would be an example of an optimal way to wait? On Windows, you can get wait handles from D3DKMT or DXGI for specific events, such as VBLANK interrupt or queued fr...
by Kaldaien
15 Aug 2021, 16:58
Forum: Area 51: Display Science, Research & Engineering
Topic: HOWTO: Quick Frame Transport (QFT) - Large Vertical Totals (reduce lag, reduce crosstalk)
Replies: 56
Views: 142339

Re: HOWTO: Quick Frame Transport (QFT) - Large Vertical Totals (reduce lag, reduce crosstalk)

Oh, wow. I sort of assumed turning Auto-Low Latency Mode on automatically negotiated this signal timing and was the only way to get QFT up and running. This is great news, I had written the idea of using QFT in combination with Black Frame Insertion on my LG OLEDs out on the grounds that BFI mode do...
by Kaldaien
15 Aug 2021, 14:38
Forum: Input Lag / Display Lag / Network Lag
Topic: Is there a way to make DX12 games run in "true" fullscreen mode?
Replies: 31
Views: 36418

Re: Is there a way to make DX12 games run in "true" fullscreen mode?

So basically, the new fullscreen mode only becomes borderless fullscreen for the duration of an overlay ("popup"). The input lag penalty disappears when the overlay goes away. This is slightly complicated by Multiplane Overlays. If you've got HW and a driver that can use them, you have up to 4 hard...
by Kaldaien
15 Aug 2021, 14:25
Forum: Input Lag / Display Lag / Network Lag
Topic: Replace QPC to RDTSC Timer in games
Replies: 26
Views: 23650

Re: Replace QPC to RDTSC Timer in games

I'm not convinced this is a good idea :) The reason we moved away from using RDTSC for timing is because 1) CPUs have dynamic frequency scaling and 2) each CPU core has a different RDTSC timestamp. QPC is monotonic and the frequency is constant no matter what CPU core any timing code happens to be r...
by Kaldaien
16 May 2021, 08:39
Forum: Input Lag / Display Lag / Network Lag
Topic: I have the new Razer 8000 Hz prototype gaming mouse on my desk.
Replies: 710
Views: 876141

Re: I have the new Razer 8000 Hz prototype gaming mouse on my desk.

I finally picked one up to go with my new 360 Hz monitor for testing Reflex integration. I've long known that high mouse polling rates utterly destroy performance in many games, but was pleased to find aside from the usual suspects (i.e. Unreal Engine), it is possible to play games with an 8000 Hz ...
by Kaldaien
15 May 2021, 13:28
Forum: Input Lag / Display Lag / Network Lag
Topic: I have the new Razer 8000 Hz prototype gaming mouse on my desk.
Replies: 710
Views: 876141

Re: I have the new Razer 8000 Hz prototype gaming mouse on my desk.

I finally picked one up to go with my new 360 Hz monitor for testing Reflex integration. I've long known that high mouse polling rates utterly destroy performance in many games, but was pleased to find aside from the usual suspects (i.e. Unreal Engine), it is possible to play games with an 8000 Hz m...