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Re: G-Sync and ULMB at the same time is in fact possible!

Posted: 07 May 2018, 04:04
by RealNC
Vipu wrote:I followed those steps but cant get it to work, without CRU.
Try with CRU. Follow the 9 steps described two posts below the linked one.

Re: G-Sync and ULMB at the same time is in fact possible!

Posted: 07 May 2018, 04:30
by Vipu
RealNC wrote:
Vipu wrote:I followed those steps but cant get it to work, without CRU.
Try with CRU. Follow the 9 steps described two posts below the linked one.
Ok I got it to work with +1 VT
Didnt take long to test and see this is not so good sadly, the flicker is just too much even if fps changes just 1fps.
Hopefully someday its possible to have gsync and ulmb at the same time without so much flicker because damn the few seconds it was normal it was so clear and smooth.

Re: G-Sync and ULMB at the same time is in fact possible!

Posted: 07 May 2018, 05:04
by RealNC
Vipu wrote:Ok I got it to work with +1 VT
It's been a while since I last tried it. You're right. It doesn't work with +5 anymore, but does with +1. I edited my post.
Vipu wrote:Didnt take long to test and see this is not so good sadly, the flicker is just too much even if fps changes just 1fps.
Hopefully someday its possible to have gsync and ulmb at the same time without so much flicker because damn the few seconds it was normal it was so clear and smooth.
Yep. It needs rock-stable frame times. RTSS is pretty much required to have a chance of it looking remotely useful. In-game limiters don't work too well.

Re: G-Sync and ULMB at the same time is in fact possible!

Posted: 12 Oct 2018, 17:00
by Kheri
I'm not sure what allows G-Sync and ULMB to be on at the same time. Firmware options?

Is there any chance the Acer Predator Z1 (Z301C Tbmiphzx) can utilize G-Sync and ULMB at the same time? (It's an ultrawide that can run 120hz ULMB). And since I'm talking about it now, how much of a problem can a VA panel panel (smearing, blur), I've only seen reviews Predator Z35; I imagine they'd be similar. Perhaps black-to-grey response times don't matter much. Pretty sure the ghosting and smearing will be too much.

Re: G-Sync and ULMB at the same time is in fact possible!

Posted: 16 Oct 2018, 14:57
by Chief Blur Buster
Kheri wrote:I'm not sure what allows G-Sync and ULMB to be on at the same time. Firmware options?
A firmware quirk or bug or intentional easter egg that only gets triggered via a Custom Modified Resolution as the obscure "trigger".

You know, getting your hands dirty with Custom Resolution Utilities -- and modifying the video signal in a beind-the-scenes way, such as Porches, Sync, and Vertical Totals.

Re: G-Sync and ULMB at the same time is in fact possible!

Posted: 03 Dec 2018, 05:38
by KuraiShidosha
Just to update, I managed to get it working again on drivers 416.94 and Windows 10 1607. But I wanted to bring light to something that I find personally to be a far better solution than hacking g-sync to work with ULMB. Rivatuner Scanline Sync. Basically you get the benefits of super low input lag with v-sync off, no hard framedrops to half refresh when you can't make full, and no tearing visible nearly all the time. When combined with ULMB, it makes for a really nice alternative to full persistence g-sync gaming.

Re: G-Sync and ULMB at the same time is in fact possible!

Posted: 04 Dec 2018, 04:32
by masterotaku
Not saying Rivatuner Scanline Sync is bad or anything. It's just different. The point of G-Sync+ULMB is getting low input lag, getting almost zero motion blur, never getting tearing, and never getting repeated frames (above 40fps) and their associated judder. At the cost of variable brightness and variable flickering.

With that Rivatuner thing (which I should try, to reduce input lag when playing in 3D Vision, because it's essentially like 60Hz), anything lower than fps=Hz will still be imperfect.

Re: G-Sync and ULMB at the same time is in fact possible!

Posted: 04 Dec 2018, 09:45
by mds83
The variable brightness is what annoys me the most about this hack, not the flicker. Especially around 60fps and below -- the screen gets noticeably darker. So for console ports that are usually 60fps locked I have no choice to just use gsync only and deal with the blur/meh.

However, at 120fps I don't see any noticeable brightness dips.

Re: G-Sync and ULMB at the same time is in fact possible!

Posted: 13 Dec 2018, 09:10
by Villani
I'm currently new to browsing this forum, managed to enable both ulmb and gsync at the same time and it looks amazing in the games I play!
But one thing I can't seem to figure out is how to make the settings carry over on restart? Every time I restart my pc after having it turned off over night the settings don't work anymore - or the games have insane flickering, forcing me to re-apply everything from the start.
Is there a way to fix this :c

Also is it good to cap fps with this mod? I've been running v-sync + 118fps cap on inspector... does it hurt input lag a lot or are these settings fine?

Re: G-Sync and ULMB at the same time is in fact possible!

Posted: 13 Dec 2018, 23:23
by Chief Blur Buster
Villani wrote:Also is it good to cap fps with this mod? I've been running v-sync + 118fps cap on inspector... does it hurt input lag a lot or are these settings fine?
Depends.

VSYNC ON adds more lag but can look perfectly identical to fixed-Hz ULMB (no erratic flicker) everytime the framerate stays fully flat out.

However, the use of RTSS can be very beneficial to reduce ULMB input lag, by capping about 3fps below refresh rate. RTSS is extremely accurate, so flat-out can look really good.