RTSS vs in-engine framerate capping
Posted: 30 Jun 2017, 01:12
Why is RTSS so much better than just about any other program or in-engine solution when it comes to frame-rate capping? The only game i've found that has a lock on frametimes when you use the in-engine solution is dishonored 2 when I set my framerate cap to 75 in dishonored 2 I get a lock 13.33 ms frametimes.
With just about any other in game capper I get frametimes that are bouncing all over the place. The only downside to RTSS is that it seems to add 5-7 MS of input lag; which is very negligible. Other framerate cappers like using nvidia inspector seem to add double the input lag that RTSS does.
So why is it that RTSS is so much better than anything else out there and why are the majority of games that have built in framerate capping capabilities so bad?
I'm curious how console solutions work because they seem to be both capping the framerate and using vsync. Before I had a gsync monitor I use to cap the framerate at 60 using rtss(60 hz monitor). If I used vsync without capping the framerate I would get massive input lag where rtss reduced it significantly. Unfortunately if you tried to use adaptive vsync with rtss capping at 60 vsync would never engage and you would get bad tearing.
So i'm curious how consoles deal with 30 fps using what appears to be an adaptive half vsync type solution that only tears if it drops into the 20's but avoids the input lag associated with uncapped vsync.
Im also curious if there frametimes are as smooth as rtss. I've only ever seen videos wit ha graph from digital foundry, and it's kind of hard to tell if it's bouncing unless the game is a bad offender like bloodborne.
With just about any other in game capper I get frametimes that are bouncing all over the place. The only downside to RTSS is that it seems to add 5-7 MS of input lag; which is very negligible. Other framerate cappers like using nvidia inspector seem to add double the input lag that RTSS does.
So why is it that RTSS is so much better than anything else out there and why are the majority of games that have built in framerate capping capabilities so bad?
I'm curious how console solutions work because they seem to be both capping the framerate and using vsync. Before I had a gsync monitor I use to cap the framerate at 60 using rtss(60 hz monitor). If I used vsync without capping the framerate I would get massive input lag where rtss reduced it significantly. Unfortunately if you tried to use adaptive vsync with rtss capping at 60 vsync would never engage and you would get bad tearing.
So i'm curious how consoles deal with 30 fps using what appears to be an adaptive half vsync type solution that only tears if it drops into the 20's but avoids the input lag associated with uncapped vsync.
Im also curious if there frametimes are as smooth as rtss. I've only ever seen videos wit ha graph from digital foundry, and it's kind of hard to tell if it's bouncing unless the game is a bad offender like bloodborne.