Search found 37 matches
- 25 May 2018, 14:56
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 646245
Re: Blur Buster's G-SYNC 101 Series Discussion
Well, I'm not observing any malicious behavior of SpecialK. Also the source code is available. The features I meant are a vblank-based mode for its frame rate limiter, and various options to reduce input lag. I'm not sure it does the "throttling" approach of RTSS 7.2.0. If I understood correctly tha...
- 25 May 2018, 11:01
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 646245
Re: Blur Buster's G-SYNC 101 Series Discussion
Have you guys looked at SpecialK? It has many similar options already implemented in its frame rate limiter. Plus it can do changes to a game’s swap chain that allows gsync in (border less) windowed mode that otherwise is not supported currently. https://steamcommunity.com/groups/SpecialK_Mods Code ...
- 26 Sep 2017, 15:31
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 646245
Re: Blur Buster's G-SYNC 101 Series Discussion
Nice test tools. It appears I can differentiate pretty well up to about the base 20 ms scenario ;-) I notice the effect of frame limiting a lot more for DirectX games, ie. not doing the -3 FPS resulting in floaty cursors etc. Wouldn't OpenGL handle frame queuing differently, for instance, having no ...
- 26 Sep 2017, 12:44
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 646245
Re: Blur Buster's G-SYNC 101 Series Discussion
The latter, tried both in-game VSYNC or with NVCPL. In case of Doom I used RTSS to limit the frame rate, to no obvious effect. In NMS I use its internal rate limiter.jorimt wrote:First off, are you running with G-SYNC + V-SYNC "Off" + -3 FPS limit or G-SYNC + V-SYNC "On" + -3 fps limit?
- 26 Sep 2017, 02:06
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 646245
Re: Blur Buster's G-SYNC 101 Series Discussion
Hi jorimt, Would it be interesting to see how some OpenGL games, like Doom (2016) and No Man's Sky behave wrt. input lag? With these games I feel there is hardly any difference in lag between limiting frame rates 3 FPS below the max. refresh rate (100Hz in my case), or letting frame rate hit the max...
- 26 Aug 2017, 02:21
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 646245
Re: Blur Buster's G-SYNC 101 Series Discussion
I always understood MPRF as a queue of frames to be displayed, which is added to if the game or driver hits and tries to exceed some speed limit, in particular VSYNC. The queued up frames can be used to compensate for frame time spikes. However, frames in the queue are displayed in order, hence lag ...
- 25 Aug 2017, 16:03
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 646245
Re: Blur Buster's G-SYNC 101 Series Discussion
Hi jorimt, thanks for the great series and discussion. Did you ever measure the input lag of VSYNC (NVCP) ON + GSYNC ON, NV driver frame limiter at upper range - 3 FPS, with Max Prerendered Frames set to 1? Does that setup still give more input lag than VSYNC (NVCP) ON + GSYNC ON, RTSS frame limit a...