Search found 2483 matches
- 19 May 2020, 15:59
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 650074
Re: Blur Buster's G-SYNC 101 Series Discussion
But wouldn't the first/second tearline since input reveal changes already (considering other factors don't increase lag)? What is the case where we should wait for all 5 tearlines to be scanned to get the on-screen reaction since input? Wait, are we still talking about how I measured (which is the ...
- 19 May 2020, 14:15
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 650074
Re: Blur Buster's G-SYNC 101 Series Discussion
Doesn't this example require that an already teared image was stored somewhere before scanout? I thought tearing happens when new frame was rendered while panel was scanning out. https://www.guru3d.com/index.php?ct=articles&action=file&id=7087 So looking at this picture, shouldn't we see some react...
- 19 May 2020, 13:48
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 650074
Re: Blur Buster's G-SYNC 101 Series Discussion
Fixed refresh. E.g. any scenario that doesn't use VRR.BTRY B 529th FA BN wrote: ↑19 May 2020, 11:37Just so this is clear, by "Non-G-SYNC" do you mean G-Sync + Vsync Off, or (monitor technology) Fixed Refresh + Vsync Off? Or are they the same thing?
- 19 May 2020, 09:02
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 650074
Re: Blur Buster's G-SYNC 101 Series Discussion
Could you elaborate, please, how would those testing methods differ in this situation? Because with the camera continually spinning in place, there would be no way to test for "input" lag, as now the screen is constantly visibly updating with no way to tell when input started or stopped, and instea...
- 18 May 2020, 18:05
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 650074
Re: Blur Buster's G-SYNC 101 Series Discussion
At the driver level, "pre-rendered frames" and "buffer" are essentially the same format, so I consider them one and the same. Correct; conceptual, oversimplified wording on my part. They are indeed essentially part of the same thing. Probably a better way for me to have put it while retaining simpl...
- 18 May 2020, 13:21
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 650074
Re: Blur Buster's G-SYNC 101 Series Discussion
In the NVCP LLM describes Typical usage scenarios: Select On to prioritize Latency by Limiting queued frames to 1. Select Ultra to prioritize latency by fully minimizing queued frames. As far as is known... G-SYNC: - LLM "On" = MPRF "1" - LLM Ultra = "MPRF "1" + auto FPS limit (using Nvidia V3 limi...
- 17 May 2020, 20:02
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 650074
Re: Blur Buster's G-SYNC 101 Series Discussion
Maybe I'm feeling the 1 frame buffer with LLM On vs LLM Ultra, not input lag. There isn't a "1 frame buffer" of difference with LLM "On" vs. LLM "Ultra" if your GPU isn't maxed and your FPS is limited by your set cap though. With G-SYNC, the only known difference between the two is one auto caps th...
- 17 May 2020, 19:13
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 650074
Re: Blur Buster's G-SYNC 101 Series Discussion
If I use Low Latency Mode 'Ultra' I am stuck at 224fps, if I use Low Latency Mode 'On' + in-game config file limiter (fps_max 237) I can feel an input lag . Hm, not sure what to tell you; unless you're GPU is maxed (which is highly unlikely in CS:GO), neither the in-game limiter or LLM "On" should ...
- 17 May 2020, 13:35
- Forum: G-SYNC
- Topic: Blur Buster's G-SYNC 101 Series Discussion
- Replies: 647
- Views: 650074
Re: Blur Buster's G-SYNC 101 Series Discussion
Doesn't V-SYNC OFF mean that as soon as our frame is rendered, it's teared part is instantly shown at the place where monitor was scanning right now? Technically, yes, but to add to what the Chief said, this would more be the case if I had tested by making the camera continually spin in place. Inst...
- 17 May 2020, 09:06
- Forum: Input Lag / Display Lag / Network Lag
- Topic: NVIDIA Low Latency Mode
- Replies: 3
- Views: 16554
Re: NVIDIA Low Latency Mode
So I guess I'm best off with Low Latency Mode set to "On". Typically yes, and Vega pretty much just summed the setting up. That's the gist. I would only add that LLM settings have no effect in DX12 and Vulkan games, as they handle the pre-rendered frames queue themselves currently. Also, not all ga...