PresentMon: measure both frame throughput (fps) and latency

Everything about latency. Tips, testing methods, mouse lag, display lag, game engine lag, network lag, whole input lag chain, VSYNC OFF vs VSYNC ON, and more! Input Lag Articles on Blur Busters.
crossjeremiah
Posts: 44
Joined: 14 Aug 2017, 10:21

Re: PresentMon: measure both frame throughput (fps) and late

Post by crossjeremiah » 02 Sep 2019, 05:58

Same settings in dolphin. Better GPU. better everything actually for the AOC. He still got 11ms. I've read that these monitors had really bad input latency when they came out too. It was 2 different pcs. I've been using the tool to get the latency of 120hz asus projector it was around 4-8.33ms as well. Alot of people tell me you cant use this to find input lag of your monitor, its unreliable and such. But I've been using this to get the same input lag as a crt and my inputs have never been crisper. I think it's honestly a placebo, but I have testimonies from the top melee players in my state Texas saying it's the closest to crt , theyve been playing for 10+ years. I've been doing testing 8hrs a day past couple of months switching to crt tv back to crt pc and either adding a buffers input lag of roughly 4ms to make it pretty darn close.
I know it's a placebo but some how I'm getting rough estimates that work.

1000WATT
Posts: 391
Joined: 22 Jul 2018, 05:44

Re: PresentMon: measure both frame throughput (fps) and late

Post by 1000WATT » 02 Sep 2019, 06:54

crossjeremiah wrote: Can you explain why those readings were different when they were both at 240hz and presentmon doesnt take in account the monitor latency?
Using Afterburner, fix the GPU frequency and repeat the test.
I often do not clearly state my thoughts. google translate is far from perfect. And in addition to the translator, I myself am mistaken. Do not take me seriously.

crossjeremiah
Posts: 44
Joined: 14 Aug 2017, 10:21

Re: PresentMon: measure both frame throughput (fps) and late

Post by crossjeremiah » 02 Sep 2019, 08:56

Afterburner doesnt work well with my gpu. It's like static I cant really overclock it or anything. It's a GTX 960 turbo.

1000WATT
Posts: 391
Joined: 22 Jul 2018, 05:44

Re: PresentMon: measure both frame throughput (fps) and late

Post by 1000WATT » 02 Sep 2019, 13:42

I often do not clearly state my thoughts. google translate is far from perfect. And in addition to the translator, I myself am mistaken. Do not take me seriously.

1000WATT
Posts: 391
Joined: 22 Jul 2018, 05:44

Re: PresentMon: measure both frame throughput (fps) and late

Post by 1000WATT » 02 Sep 2019, 14:43

Honestly. I did not understand what you answered. But I didn’t offer you to overclock your video card. I suggested conducting tests at a fixed frequency.
My suggestion. Due to the low load on the GPU. gpu changes p-state.
This is logical. Because p8-p6 is enough for the emulator to work at 60 hertz.
But the method of saving electricity from Nvidia does not always work correctly with different monitors.(EDID info)
Some monitors force the GPU to constantly be in p0.
I often do not clearly state my thoughts. google translate is far from perfect. And in addition to the translator, I myself am mistaken. Do not take me seriously.

deama
Posts: 370
Joined: 07 Aug 2019, 12:00

Re: PresentMon: measure both frame throughput (fps) and latency

Post by deama » 20 Jun 2020, 06:18

I tried to play with various settings and here's what I got, on the league of legends game.

120hz/fps
scanline sync at -500 + fast vsync gives 11.83ms, pretty stable.
scanline sync at -400 + fast vsync gives 11.01ms, pretty stable.
scanline sync at -300 + fast vsync gives 10.42ms, fairly stable.
scanline sync at -200 + fast vsync gives 9.53ms, kind of stable.
scanline sync at -100 + fast vsync gives 9.01ms, unstable, basically wobbles between 9ms and 12ms.

what's interesting is that if I disable vsync and scanline sync, and uncap fps I only get 10.50-ish ms? Why is this so high?

Anyone got any tips on further reducing this? I tried fixing my GPU mhz, but that didn't seem to do anything.
I got a 2060 super.

1000WATT
Posts: 391
Joined: 22 Jul 2018, 05:44

Re: PresentMon: measure both frame throughput (fps) and latency

Post by 1000WATT » 20 Jun 2020, 10:27

deama wrote:
20 Jun 2020, 06:18

what's interesting is that if I disable vsync and scanline sync, and uncap fps I only get 10.50-ish ms? Why is this so high?
If this happens in efs mode this is really strange.
I often do not clearly state my thoughts. google translate is far from perfect. And in addition to the translator, I myself am mistaken. Do not take me seriously.

deama
Posts: 370
Joined: 07 Aug 2019, 12:00

Re: PresentMon: measure both frame throughput (fps) and latency

Post by deama » 20 Jun 2020, 10:35

1000WATT wrote:
20 Jun 2020, 10:27
deama wrote:
20 Jun 2020, 06:18

what's interesting is that if I disable vsync and scanline sync, and uncap fps I only get 10.50-ish ms? Why is this so high?
If this happens in efs mode this is really strange.
Efs?

1000WATT
Posts: 391
Joined: 22 Jul 2018, 05:44

Re: PresentMon: measure both frame throughput (fps) and latency

Post by 1000WATT » 20 Jun 2020, 10:36

exclusive full screen
I often do not clearly state my thoughts. google translate is far from perfect. And in addition to the translator, I myself am mistaken. Do not take me seriously.

deama
Posts: 370
Joined: 07 Aug 2019, 12:00

Re: PresentMon: measure both frame throughput (fps) and latency

Post by deama » 20 Jun 2020, 15:30

1000WATT wrote:
20 Jun 2020, 10:36
exclusive full screen
Oh I didn't test it in efs, I just disabled ingame vsync, and nvidia vsync, and then disabled scanline sync and any frame caps.
So there's no way to lower it in windowed mode?

Post Reply