EeK wrote:What would be your recommendation for Unreal Engine 4 titles, like The Outer Worlds?
I honestly can't come to a consensus. At times, I find the in-game limiter to be smoother, despite the constantly changing frametimes. But, some other times, RTSS's solution feels better. Not sure if that's just the placebo effect of seeing a flat line, though.
While I wish I had a "one-size-fits" all in "all situations" answer, all I can say is try both, and see what you prefer. Hide the graph, and see what differences you can make out between the two.
Ultimately, all these techniques (G-SYNC, FPS limits, etc) are for the user's benefit, they aren't for the graphs. What you're personally seeing and feeling as an individual on a subjective-level (especially in non-competitive games) is really all that counts when
you're the one playing the game, as both preference and tolerance levels can obviously vary from person to person.
Some in-game limiters are notably worse than RTSS, even with G-SYNC smoothing things out. It's case-by-case. But in these cases, you'll usually be able to tell if the in-game limiter has more visible stutter over the RTSS limiter by simply trying both.
That said, I've played it myself, and The Outer Worlds can tend to be stuttery right now, regardless of G-SYNC or what FPS limiter you use, so that one is a bit of a toss-up (and, yes, the lack of granular control over the in-game limiter in that game is something to be noted).
What I can say though, is, while I haven't done any hard tests on it, UE4's in-game limiter is
typically a good one in my subjective experience.
EeK wrote:P.S.: Just to make sure: force VSync on at the driver level is still required, right? Same goes for the appropriate G-Sync changes that have to be made individually, using Profile Inspector, in the case of games running in borderless windowed mode (or "fake full screen", like those downloaded from the Microsoft Store - TOW being one of them).
Yes,
typically, set V-SYNC on at the driver level, off in-game. There are instances where this isn't the case, but it's
extremely rare (in fact, the only one I can think of off-the-top-of-my-head where in-game V-SYNC worked better was Hyper Light Drifter, and they may have patched that issue out since).
As for the "fake full screen," it is actually still considered exclusive fullscreen by G-SYNC, so you don't need to switch G-SYNC to borderless/windowed mode for those apps.