Accurate way of determining if FPS is ongoing outside of VRR range

Talk about NVIDIA G-SYNC, a variable refresh rate (VRR) technology. G-SYNC eliminates stutters, tearing, and reduces input lag. List of G-SYNC Monitors.
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Blackops786187
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Accurate way of determining if FPS is ongoing outside of VRR range

Post by Blackops786187 » 30 Jun 2024, 07:45

Hi,

I have followed the standard blurbuster guide for enabling g sync. (Enable g sync, enable v sync and capping fps to 138 via rivatuner on 144hz display to prevent refresh rate from exceeding 144hz and subsequently enabling v sync)

Is there an accurate way of determining if the fps is occasionally dipping above 144hz and thus triggering v sync? My tv fps counter seems to indicate it’s hitting 144 occasionally but the games fps counter says otherwise?

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jorimt
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Re: Accurate way of determining if FPS is ongoing outside of VRR range

Post by jorimt » 30 Jun 2024, 08:05

Blackops786187 wrote:
30 Jun 2024, 07:45
My tv fps counter seems to indicate it’s hitting 144 occasionally but the games fps counter says otherwise?
Your TV counter is approximated and not as reliable or accurate as system-side readouts. Ignore it; as long as it is fluctuating, VRR is working as intended.
(jorimt: /jor-uhm-tee/)
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Blackops786187
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Re: Accurate way of determining if FPS is ongoing outside of VRR range

Post by Blackops786187 » 04 Jul 2024, 16:34

Cool. I’ll scrap looking at the tv counter. Is there anything in RTSS I need to do to make sure the FPS it’s showing is also accurate as much as possible? Just want to confirm the fps is rock solid below the refresh rate and v sync isn’t being triggered which adds input lag.

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Re: Accurate way of determining if FPS is ongoing outside of VRR range

Post by Chief Blur Buster » 05 Jul 2024, 19:42

The TV counter is useful for troubleshooting whether VRR is currently operating, but it's not as accurate as RTSS.
The TV counter algorithm only a very simple approximator.
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jorimt
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Re: Accurate way of determining if FPS is ongoing outside of VRR range

Post by jorimt » 07 Jul 2024, 08:43

Blackops786187 wrote:
04 Jul 2024, 16:34
Is there anything in RTSS I need to do to make sure the FPS it’s showing is also accurate as much as possible?
Default settings.
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series

Displays: ASUS PG27AQN, LG 48C4 Scaler: RetroTINK 4k Consoles: Dreamcast, PS2, PS3, Switch, Wii, Xbox, Analogue Pocket + Dock VR: Beyond, Quest 3, Reverb G2, Index OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboards: Wooting 60HE, Logitech G915 TKL Mice: Razer Viper Mini SE, Razer Viper 8kHz Sound: Creative Sound Blaster Katana V2 (speakers/amp/DAC), AFUL Performer 8 (IEMs)

ArabellaCovington
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Re: Accurate way of determining if FPS is ongoing outside of VRR range

Post by ArabellaCovington » 15 Jul 2024, 02:10

Thanks for the advice, I will try it and if I still face any issue I will ask here or should I start my own thread? I am sorry for jumping in someone else posts.

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