smoothnobody wrote: ↑17 Feb 2022, 02:16
i thought of another question. ultra has it's own built in FPS limiter, but ultra doesn't work in every game. so i'm assuming i still want my NVCP FPS limiter turned on for games that don't play nice with ultra. but what happens when a game does work with ultra? who gets to control the FPS, ultra, or the NVCP limiter?
What @RealNC said; the limiter with the lowest cap applies.
gameinn wrote: ↑17 Feb 2022, 02:02
Forgive me if it feels like I'm tying to undermine the research done/suggestions given in the 101 article (definitely not my intention) but I always like to try and get info from various sources before I make an informed decision on what should and shouldn't be done.
I've been looking around and this video says most of the same but instead says that any in game vsync option should actually be turned on, for Overwatch anyway.
https://www.youtube.com/watch?v=Gub1bI12ODY
Both in the essentials and smooth scenarios.
The "jorimt vs. Battle(non)sense NVCP V-SYNC or in-game V-SYNC w/G-SYNC" subject has been covered in these forums and elsewhere multiple times.
The fact is, neither of us is "wrong," per say, and I only recommend NVCP V-SYNC in my optimal settings because it's virtually always guaranteed to engage, whereas not all in-game solutions do, and/or some may introduce non-V-SYNC behaviors that may or may not be beneficial, neither of which would directly relate to G-SYNC operation.
And ultimately, I say to try both in my original article if any undesired behavior is seen, because it can sometimes be game-dependent:
https://blurbusters.com/gsync/gsync101- ... ttings/14/
Nvidia Control Panel V-SYNC vs. In-game V-SYNC
While NVCP V-SYNC has no input lag reduction over in-game V-SYNC, and when used with G-SYNC + FPS limit, it will never engage, some in-game V-SYNC solutions may introduce their own frame buffer or frame pacing behaviors, enable triple buffer V-SYNC automatically (not optimal for the native double buffer of G-SYNC), or simply not function at all, and, thus, NVCP V-SYNC is the safest bet.
There are rare occasions, however, where V-SYNC will only function with the in-game option enabled, so if tearing or other anomalous behavior is observed with NVCP V-SYNC (or visa-versa), each solution should be tried until said behavior is resolved.
Again, when enabled with G-SYNC, the only thing the V-SYNC "option" does (I say "option" because G-SYNC + V-SYNC is technically G-SYNC + G-SYNC) is strictly adhere to the VBLANK as to prevent tearing inside the refresh rate whether the given frame is in-time, early, or late.
Finally, if you use G-SYNC + in-game V-SYNC instead of G-SYNC + NVCP V-SYNC, the LLM "Ultra" auto limit typically won't engage, same goes for Reflex in most cases, so that's something to consider as well.