1) G-SYNC will not address any form of system-side stutter, and 2) system-side performance counters cannot reflect or depict all forms of stutter in all cases.binodynamic wrote: ↑28 Jan 2023, 04:12aside from screen tearing I’ve been noticing micro-stutters and sudden frame rate halvings while camera panning on the three games I’ve tested, which are Apex Legends, Destiny 2, and Fortnite. My fps is stable with no drops whatsoever when it happens.
As for "frame rate halvings," assuming you've already verified G-SYNC is actually engaged during these instances, then standard double buffer V-SYNC half refresh rate lock behavior cannot occur with G-SYNC, with or without the V-SYNC option paired with it, which would lead me to conclude that they are simply frametime spikes causing the framerate to momentarily plummet per instance.
Frametime performance issue causes are varied and, ultimately, they aren't 100% fixable.binodynamic wrote: ↑28 Jan 2023, 04:12Can you think of anything else that can be causing this? If you have any suggestions it’ll be much appreciated.
As per my article:
https://blurbusters.com/gsync/gsync101- ... ettings/2/
What are Frametime Spikes?
Frametime spikes are an abrupt interruption of frames output by the system, and on a capable setup running an efficient game engine, typically occur due to loading screens, shader compilation, background asset streaming, auto saves, network activity, and/or the triggering of a script or physics system, but can also be exacerbated by an incapable setup, inefficient game engine, poor netcode, low RAM/VRAM and page file over usage, misconfigured (or limited game support for) SLI setups, faulty drivers, specific or excess background processes, in-game overlay or input device conflicts, or a combination of them all.
Not to be confused with other performance issues, like framerate slowdown or V-SYNC-induced stutter, frametime spikes manifest as the occasional hitch or pause, and usually last for mere micro to milliseconds at a time (seconds, in the worst of cases), plummeting the framerate to as low as the single digits, and concurrently raising the frametime to upwards of 1000ms before re-normalizing.
G-SYNC eliminates traditional V-SYNC stutter caused below the maximum refresh rate by repeated frames from delayed frame delivery, but frametime spikes still affect G-SYNC, since it can only mirror what the system is outputting. As such, when G-SYNC has nothing new to sync to for a frame or frames at a time, it must repeat the previous frame(s) until the system resumes new frame(s) output, which results in the visible interruption observed as stutter.
The more efficient the game engine, and the more capable the system running it, the less frametime spikes there are (and the shorter they last), but no setup can fully avoid their occurrence.