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Re: Blur Buster's G-SYNC 101 Series Discussion

Posted: 22 May 2018, 14:47
by Chief Blur Buster
Fantastic news.

Glad to hear this!

Re: Blur Buster's G-SYNC 101 Series Discussion

Posted: 22 May 2018, 23:40
by jorimt
RealNC wrote:Unwinder (author of RTSS) has just posted the changes for the beta of RTSS 7.2.0
Very nice, I'll have to try that out.

Re: Blur Buster's G-SYNC 101 Series Discussion

Posted: 24 May 2018, 13:09
by RealNC
After Chief pinged him about it, Unwinder has just said that he'll add a vblank-based mode for the frame limiter too in this beta.

This is looking like the most exciting RTSS update in... ever?

Re: Blur Buster's G-SYNC 101 Series Discussion

Posted: 25 May 2018, 11:01
by Vleeswolf
Have you guys looked at SpecialK? It has many similar options already implemented in its frame rate limiter. Plus it can do changes to a game’s swap chain that allows gsync in (border less) windowed mode that otherwise is not supported currently.

https://steamcommunity.com/groups/SpecialK_Mods

Code here: https://gitlab.com/Kaldaien/SpecialK

Re: Blur Buster's G-SYNC 101 Series Discussion

Posted: 25 May 2018, 14:33
by RealNC
Vleeswolf wrote:Have you guys looked at SpecialK? It has many similar options already implemented in its frame rate limiter. Plus it can do changes to a game’s swap chain that allows gsync in (border less) windowed mode that otherwise is not supported currently.

https://steamcommunity.com/groups/SpecialK_Mods

Code here: https://gitlab.com/Kaldaien/SpecialK
I've heard of it*, but what options do you mean exactly? Tear-free vsync off and GPU throttling?

* I'm avoiding it, because the reason I've heard of it initially was that it modifies the user's system maliciously if it thinks the game it runs in is pirated. So actually that makes it malware (a trojan, to be precise.) I try to avoid such software like the plague.

Re: Blur Buster's G-SYNC 101 Series Discussion

Posted: 25 May 2018, 14:56
by Vleeswolf
Well, I'm not observing any malicious behavior of SpecialK. Also the source code is available.

The features I meant are a vblank-based mode for its frame rate limiter, and various options to reduce input lag. I'm not sure it does the "throttling" approach of RTSS 7.2.0. If I understood correctly that feature would ensure CPU would never start preparing frames in case the game is GPU bound, thus limiting input lag. Would a setting of max prerendered frames to 1 have a similar reduction, or would RTSS's approach reduct input lag even further in case of GPU bound?

SpecialK also offers the possibility to enable flip mode + waitable swapchains for DX11 games that do not do so out of the box. These modes can further reduce input lag. DX11 flip mode right now also appears to be the only way to get GSYNC working in borderless windowed mode on Windows 10.

Re: Blur Buster's G-SYNC 101 Series Discussion

Posted: 25 May 2018, 15:11
by RealNC
Vleeswolf wrote:Well, I'm not observing any malicious behavior of SpecialK. Also the source code is available.
Downloading source code, going through it line by line to remove malicious code, and then setting up a development environment to compile the binaries. Yeah, of course. People do that all the time.

Re: Blur Buster's G-SYNC 101 Series Discussion

Posted: 28 May 2018, 10:42
by Chief Blur Buster
RealNC wrote:* I'm avoiding it, because the reason I've heard of it initially was that it modifies the user's system maliciously if it thinks the game it runs in is pirated. So actually that makes it malware (a trojan, to be precise.) I try to avoid such software like the plague.
It doesn't currently do that. Maybe that was removed after that bad publicity. Can you give me a citation? I'll peek at the git history.
Vleeswolf wrote:Well, I'm not observing any malicious behavior of SpecialK. Also the source code is available.

The features I meant are a vblank-based mode for its frame rate limiter, and various options to reduce input lag. I'm not sure it does the "throttling" approach of RTSS 7.2.0. If I understood correctly that feature would ensure CPU would never start preparing frames in case the game is GPU bound, thus limiting input lag. Would a setting of max prerendered frames to 1 have a similar reduction, or would RTSS's approach reduct input lag even further in case of GPU bound?

SpecialK also offers the possibility to enable flip mode + waitable swapchains for DX11 games that do not do so out of the box. These modes can further reduce input lag. DX11 flip mode right now also appears to be the only way to get GSYNC working in borderless windowed mode on Windows 10.
Thanks for letting me know!
I'd love to see how Special K compares to RTSS too as well.
Do you know anyone who can do 1000fps high speed camera testing of Special K as well?

Re: Blur Buster's G-SYNC 101 Series Discussion

Posted: 03 Jun 2018, 10:28
by KKNDT
I have questions about the VBI:

1. Default VBI consists of VBPD, VFPD, VSPW. Which one is to be changed during VRR opertation?

2. When buffer swap occurs, the game will trgger a new refresh cycle. Is it the VBPD who is leading the new cycle?

Re: Blur Buster's G-SYNC 101 Series Discussion

Posted: 05 Jun 2018, 07:49
by jorimt
^ Maybe someone else does, but I certainly don't know.

Beyond the conceptual basics that I've already covered in my series, short of reverse engineering the G-SYNC module and G-SYNC driver component, I doubt we'll ever have the exact answer to such specific questions regarding G-SYNC inner workings, of which I'm sure Nvidia prefers; industry secrets and all that.