http://blog.metaclassofnil.com/?p=715


I don't think that's why the difference in latency is less than 1 full frame, I think that's just because the framerate cap is causing a pipeline stage that used to take 3ms to instead take 11.8ms.Glide wrote:Thanks for testing it, that's disappointing.
Looking at the CS:GO results, it seems like the GeDoSaTo tool has an additional frame of latency over RTSS, but despite that, the predictive limiting seems like it is working as intended since the difference between the two is less than 11.8ms (a full frame at 85Hz)
So if the developer can figure out where that extra frame of latency is being added, it could potentially be lower than RTSS.
That's very interesting! How stable is the frame time in CS:GO? It might be that 0.9 is too high and you drop into a second frame most of the time. Also, how are you measuring this?Sparky wrote:RTSS is significantly faster, but maybe I'm just messing up some of the settings?
Refresh rate: 85.2 hz(actual)
framerate cap: 85
fpsPredictiveLimitRatio 0.9
framerate cap of 86 is off the top of the chart.(though I think I tried that with a predictivelimitratio of 0.5)
CS:GO in-game framerate cap is about 10ms better than RTSS.
Pretty stable, it runs over 600 fps when uncapped, at the settings I used. With the in-game cap of 85, the latency is 14ms, with an in game cap of 84 and v-sync, the latency is 21ms. The low overhead test program runs at about 4k fps on my system.Durante wrote:That's very interesting! How stable is the frame time in CS:GO? It might be that 0.9 is too high and you drop into a second frame most of the time. Also, how are you measuring this?Sparky wrote:RTSS is significantly faster, but maybe I'm just messing up some of the settings?
Refresh rate: 85.2 hz(actual)
framerate cap: 85
fpsPredictiveLimitRatio 0.9
framerate cap of 86 is off the top of the chart.(though I think I tried that with a predictivelimitratio of 0.5)
CS:GO in-game framerate cap is about 10ms better than RTSS.
I only really tested the effectiveness in a v-sync'd scenario.
doesn't reduce input lag over the simple way of capping when vsync is off (after each frame is drawn, sleep until time is equal to integer/cap)Glide wrote:Seems like an interesting approach to reducing input lag