I am trying ReShade for a certain game that also needs lowest input lag possible. Game is very CPU dependent, in fact I am CPU bottlenecked, while GPU runs at 40% usage tops. I found few ReShade scripts that I wanted to run and noticed that they all combined require like 0.01m/s of CPU and 3.00m/s of GPU, at least according to ReShade itself.
I am not sure how Input Lag works from technical level. So how would running those post-process scripts would affect my input latencies? Given I have massive GPU headroom and game is running with FPS limiter, would those extra 3m/s be still added?
Note, I have tried software called CapFrameX and according to it those 3m/s are added(22m/s->25m/s). But I've also read somewhere that Input Lag can't be measured by software and CapFrameX Input Lag measurement is purely synthetic.
Reshade, GPU and bottleneck
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Re: Reshade, GPU and bottleneck
It depends on how powerful your GPU is.
On one GPU, the same ReShade filter may add +10ms lag, and on a different GPU, the same ReShade value may add only +0.3ms of lag. Or maybe +20ms versus +0.1ms. Or maybe +5ms vs +2ms. It depends on the filter, depends on ReShade configuration, and depends on how fast your GPU can execute the ReShade filter. Some filters execute in only 0.1ms on a RTX 4090 GPU.
The slower your GPU, the more costly a ReShade filter is.
On one GPU, the same ReShade filter may add +10ms lag, and on a different GPU, the same ReShade value may add only +0.3ms of lag. Or maybe +20ms versus +0.1ms. Or maybe +5ms vs +2ms. It depends on the filter, depends on ReShade configuration, and depends on how fast your GPU can execute the ReShade filter. Some filters execute in only 0.1ms on a RTX 4090 GPU.
The slower your GPU, the more costly a ReShade filter is.
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Re: Reshade, GPU and bottleneck
That's very interesting, I had no idea it works this way. Thanks.