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RTSS now has new automatic Low-Lag VSYNC ON (raster based)

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Re: RTSS now has new automatic Low-Lag VSYNC ON (raster base

Postby RealNC » 08 Feb 2019, 10:29

You don't need a lag testing method. All you need is play a game with vsync, and then with s-sync. The difference is night and day.
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Re: RTSS now has new automatic Low-Lag VSYNC ON (raster base

Postby mist » 08 Feb 2019, 10:38

I dont feel difference then Vsync and Vsync+Scalesync. That is why i want to test. Rtss always show me 16.7ms at 60fps.
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Re: RTSS now has new automatic Low-Lag VSYNC ON (raster base

Postby RealNC » 08 Feb 2019, 10:48

mist wrote:I dont feel difference then Vsync and Vsync+Scalesync.

As already mentioned, you should NOT use s-sync with vsync. It will not work correctly.
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Re: RTSS now has new automatic Low-Lag VSYNC ON (raster base

Postby mist » 08 Feb 2019, 11:19

So, in modern games S-sync not useful for me? No solutions how to force work S-sync on my PC?
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Re: RTSS now has new automatic Low-Lag VSYNC ON (raster base

Postby RealNC » 08 Feb 2019, 11:44

mist wrote:So, in modern games S-sync not useful for me? No solutions how to force work S-sync on my PC?

Unless you drop the graphics settings to reduce GPU load, or get a faster GPU, then no, s-sync is not going to work well in GPU-heavy games.
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Re: RTSS now has new automatic Low-Lag VSYNC ON (raster base

Postby mist » 11 Feb 2019, 07:12

Hi) Its i am again, sorry. Why even in UT3 with rtss+SSync i have random position tearline like in modern games? Some times tearline gone, some time back. It back after respawn and gone away 3-5 seconds.

ps 60hz monitor Samsung 2443, i5-2300, rx570, win7x64. In ut3 i can have stable over 100fps.

Code: Select all
[Framerate]
Limit=60
SyncFlush=1
SyncHotkeys=1
SyncScanline0=-1
SyncScanline1=0
SyncTimeout=1
LimitDenominator=1
LimitTime=0
SyncPeriods=0


Code: Select all
[Framerate]
Limit=59999
SyncFlush=1
SyncHotkeys=1
SyncScanline0=-1
SyncScanline1=0
SyncTimeout=1
LimitDenominator=1000
LimitTime=0
SyncPeriods=0
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Re: RTSS now has new automatic Low-Lag VSYNC ON (raster base

Postby RealNC » 11 Feb 2019, 09:40

Use SyncFlush=2 then.
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Re: RTSS now has new automatic Low-Lag VSYNC ON (raster base

Postby Simboubou » Today, 05:19

Hello, I've been using s-sync recently with great results (both in normal mode and /2 mode)

I've read some technical info on Guru and Blurbusters, and while I think I understand the basics, I still don't exactly understand the difference between s-sync and low lag vsync (let's call that lsync), more specifically why ssync has lower input lag than lsync.

- How exactly does a framerate limiter works ? Does it just "pause" the rendering process right before it ends to reach a target frametime ?

- I understand that no-vsync just render frames as fast as it can. Once a frame is rendered, it is copied to the "output frame", creating a tearline. If I understand correctly, ssync uses its framerate limitation method in a dynamic way where it tries to end the rendering on a specific scanline, so that the copy to the output frame occurs during the vblank, hence the low-lag no-tearling.

- But then, what is difference with lsync ? Since we are preventing the output queue to fill, aren't we always copying the last rendered frame in the output frame at each vblank, which is essentially the same as ssync ? What am I missing here ?

Thanks !
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