Search found 37 matches

by Vleeswolf
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...
by Vleeswolf
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 ...
by Vleeswolf
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 ...
by Vleeswolf
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

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?
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.
by Vleeswolf
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...
by Vleeswolf
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 ...
by Vleeswolf
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...