Re: Blur Buster's G-SYNC 101 Series Discussion
Posted: 15 Feb 2022, 20:45
My god I'm stupid.
Game #3 would be Overwatch. Sorry about that.
Game #3 would be Overwatch. Sorry about that.
Who you gonna call? The Blur Busters! For Everything Better Than 60Hz™
https://forums.blurbusters.com/
No worries.
It doesn't change my base recommended optimal G-SYNC settings.smoothnobody wrote: ↑15 Feb 2022, 22:26so, thanks to the chief blur buster, i now know the difference between g-sync and g-sync compatible. i have g-sync compatible. not sure if this makes an difference to your recommendation
LLM Ultra's auto FPS limit doesn't work in every game, so it can't be relied on for FPS limiting with G-SYNC in all cases.smoothnobody wrote: ↑15 Feb 2022, 22:26but do you guys still recommend LLM ultra as my set it and forget it? if i'm using ultra, i'm assuming i should no longer set the "max frame rate" to 3 FPS below refresh rate?
if ultra FPS limiter doesn't work in every game, why not just use LLM on + NVCP FPS limiter? i saw you guys discussing ultra, but unless it went over my head, wasn't seeing the benefit of ultra over on.
LLM "On" doesn't work in every game either. LLM doesn't work in DX12 or Vulkan at all for instance, since they handle the render queue internally, and don't allow external manipulation of said queue.smoothnobody wrote: ↑16 Feb 2022, 03:33if ultra FPS limiter doesn't work in every game, why not just use LLM on + NVCP FPS limiter?
With G-SYNC, "Ultra" sets an auto fps limit slightly below the refresh rate to keep G-SYNC in range, whereas "On" doesn't.smoothnobody wrote: ↑16 Feb 2022, 03:33i saw you guys discussing ultra, but unless it went over my head, wasn't seeing the benefit of ultra over on.
If LLM actually works in the given game and your system is up to the task, it will reduce the maximum amount of pre-rendered frames that can be held in the render queue whenever the CPU is waiting on a maxed GPU.smoothnobody wrote: ↑16 Feb 2022, 03:33if LLM doesn't work in the game i'm playing, or the condition isn't met for it to be beneficial, can both on and ultra be detrimental to have turned on? i know studder was mentioned, but wasn't sure if studder applied to both on and ultra, if there were other unwanted effects, or what the conditions had to be to cause problems. the potential for studder and having to adjust things based on the game being played doesn't seem like set it and forget it. sounds like LLM off is the only never have to mess with it setting.
According to the RTINGS review (https://www.rtings.com/monitor/reviews/lg/27gp850-b), your monitor model has a 144Hz limit over HDMI. G-SYNC Compatible mode and 165/180Hz is only supported over DisplayPort.
That's not a bug. Reflex sets it's own auto limit when enabled with G-SYNC, which at 165Hz is ~157 FPS.gameinn wrote: ↑16 Feb 2022, 02:43Also, I don't know if I came across a really weird bug in Overwatch. If I set a frame rate limit to say 375: https://i.imgur.com/vDD9D6k.jpeg
The fps stays way below it at 157: https://i.imgur.com/nTOBsnn.jpeg
However if I disable Nvidia reflex then the fps stays at 164: https://i.imgur.com/zlQDQWe.jpeg
If I set the fps limiter to something in the g sync "range" such as 112 it seems to work: https://i.imgur.com/wJeNyef.jpeg
I answered a similar question in the comments section of my G-SYNC article:gameinn wrote: ↑16 Feb 2022, 02:43I don't know if you know much about it but my SIM values seem to be much worse with reflex enabled?
On: https://i.imgur.com/ADYsBPA.jpeg
Off: https://i.imgur.com/QwSwHc1.jpeg
As for your captures, this is what those numbers per slash represent:“SIM” is directly tied to average framerate in that game; the higher the framerate, the lower the SIM number.
G-SYNC obviously only works when the framerate is within the refresh rate, which means it’s highest framerate is limited to just under the max refresh rate of the display.