Arena Breakout Infinite is the UAGame.exe there ? if so, it's not really okay no... because apparently it's using "composed: flip" for presentation, which basically means higher latency, vrr breaks, and potentially worse performance etcdermodemon wrote: ↑11 Jan 2025, 18:23Gias wrote: ↑11 Jan 2025, 18:19hmm i'm not sure what you're trying to tell me with that
i guess you're trying to showing me something about counter strike 2.
i don't see counter strike 2's presentation model listed there though. something's wrong on your end... =/
Yes. It was counter-strike 2. CS2.EXE
Now i am posting results of Arena Breakout Infinite (dx12)
UAGAME.exe
Is it okay?
Accidentally fixed my stuttering and input lag problem
Re: Accidentally fixed my stuttering and input lag problem
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dermodemon
- Posts: 156
- Joined: 10 Aug 2023, 12:03
Re: Accidentally fixed my stuttering and input lag problem
And what is wrong with composed: flip?Gias wrote: ↑11 Jan 2025, 18:25Arena Breakout Infinite is the UAGame.exe there ? if so, it's not really okay no... because apparently it's using "composed: flip" for presentation, which basically means higher latency, vrr breaks, and potentially worse performance etcdermodemon wrote: ↑11 Jan 2025, 18:23
Yes. It was counter-strike 2. CS2.EXE
Now i am posting results of Arena Breakout Infinite (dx12)
UAGAME.exe
Is it okay?
It feels much much much better than before. I don't stutter every freaking 5 seconds like before.
PS: sorry i know what is happening.
When i alt+tab to see my presentmon results it became composed: flip.
When i am in game i have independent: flip
Re: Accidentally fixed my stuttering and input lag problem
composed flip has the game going through the desktop compositor for presentation, which means higher latency, vrr breaks, and potentially worse performance -- especially the more you have running in the background.dermodemon wrote: ↑11 Jan 2025, 18:29And what is wrong with composed: flip?Gias wrote: ↑11 Jan 2025, 18:25Arena Breakout Infinite is the UAGame.exe there ? if so, it's not really okay no... because apparently it's using "composed: flip" for presentation, which basically means higher latency, vrr breaks, and potentially worse performance etcdermodemon wrote: ↑11 Jan 2025, 18:23
Yes. It was counter-strike 2. CS2.EXE
Now i am posting results of Arena Breakout Infinite (dx12)
UAGAME.exe
Is it okay?
It feels much much much better than before. I don't stutter every freaking 5 seconds like before.
also, i suspect your game was stuck with composed flip before too.
Re: Accidentally fixed my stuttering and input lag problem
oh well that makes sense too...dermodemon wrote: ↑11 Jan 2025, 18:29PS: sorry i know what is happening.
When i alt+tab to see my presentmon results it became composed: flip.
When i am in game i have independent: flip![]()
but yes independent flip is good. you did not get independent flip by disabling FSO or MPOs though.
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dermodemon
- Posts: 156
- Joined: 10 Aug 2023, 12:03
Re: Accidentally fixed my stuttering and input lag problem
My bad. Now it shows this. I edit my previous answer. Is it good for dx12 game?Gias wrote: ↑11 Jan 2025, 18:32composed flip has the game going through the desktop compositor for presentation, which means higher latency, vrr breaks, and potentially worse performance -- especially the more you have running in the background.dermodemon wrote: ↑11 Jan 2025, 18:29And what is wrong with composed: flip?Gias wrote: ↑11 Jan 2025, 18:25Arena Breakout Infinite is the UAGame.exe there ? if so, it's not really okay no... because apparently it's using "composed: flip" for presentation, which basically means higher latency, vrr breaks, and potentially worse performance etcdermodemon wrote: ↑11 Jan 2025, 18:23
Yes. It was counter-strike 2. CS2.EXE
Now i am posting results of Arena Breakout Infinite (dx12)
UAGAME.exe
Is it okay?
It feels much much much better than before. I don't stutter every freaking 5 seconds like before.
also, i suspect your game was stuck with composed flip before too.

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dermodemon
- Posts: 156
- Joined: 10 Aug 2023, 12:03
Re: Accidentally fixed my stuttering and input lag problem
Weird. I am 110% sure it's not a placebo. It feels so much better. After 4 years of constant delay i can finally play my games with a satisfaction. What do you think helped me in this case?Gias wrote: ↑11 Jan 2025, 18:34oh well that makes sense too...dermodemon wrote: ↑11 Jan 2025, 18:29PS: sorry i know what is happening.
When i alt+tab to see my presentmon results it became composed: flip.
When i am in game i have independent: flip![]()
but yes independent flip is good. you did not get independent flip by disabling FSO or MPOs though.
Re: Accidentally fixed my stuttering and input lag problem
you're going to keep getting composed flip when alt-tabbing or when you place some external window on top of the game... since you don't have MPOs. this is kinda why in the beginning i said i'd highly suggest re-enabling FSO, MPOs, and windows 11's optimizations for windowed games...
MPO (multiplane overlay) planes are basically additional hardware scanout planes enabling the gpu to take over composition from the desktop window manager, thus allowing the game to retain independent flip presentation in more scenarios (instead of falling into the subpar "composed: flip" presentation that breaks gsync etc).
in other words, MPOs can allow you to retain higher performance, lower latency, and vrr/gsync in windowed/borderless mode even when you have some external window on top of the game and in a few more scenarios... but the game needs to be using flip model (which FSO and windows 11's optimizations for windowed games can give for applicable games...)
MPO (multiplane overlay) planes are basically additional hardware scanout planes enabling the gpu to take over composition from the desktop window manager, thus allowing the game to retain independent flip presentation in more scenarios (instead of falling into the subpar "composed: flip" presentation that breaks gsync etc).
in other words, MPOs can allow you to retain higher performance, lower latency, and vrr/gsync in windowed/borderless mode even when you have some external window on top of the game and in a few more scenarios... but the game needs to be using flip model (which FSO and windows 11's optimizations for windowed games can give for applicable games...)
Last edited by Gias on 11 Jan 2025, 18:43, edited 1 time in total.
Re: Accidentally fixed my stuttering and input lag problem
but you did more than just disabling FSO and MPOsdermodemon wrote: ↑11 Jan 2025, 18:38Weird. I am 110% sure it's not a placebo. It feels so much better. After 4 years of constant delay i can finally play my games with a satisfaction. What do you think helped me in this case?Gias wrote: ↑11 Jan 2025, 18:34oh well that makes sense too...dermodemon wrote: ↑11 Jan 2025, 18:29PS: sorry i know what is happening.
When i alt+tab to see my presentmon results it became composed: flip.
When i am in game i have independent: flip![]()
but yes independent flip is good. you did not get independent flip by disabling FSO or MPOs though.
so why are you convinced that disabling FSO and MPOs fixed your issue ? that makes no sense...
Re: Accidentally fixed my stuttering and input lag problem
maybe the first thing you mentioned here:
dermodemon wrote: ↑11 Jan 2025, 14:52So i don't know how to explain this but i suffered many years by this weird stuttering and input delay problem. Mouse felt like i am playing with vsync on and i had huge amount of stuttering (especially in unreal engine titles).
Basically how i fixed it:
1) I turned off afterburner power monitoring(i found a video about how to do it in here: https://youtu.be/bQH3DYNboM0?list=LL&t=611).
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dermodemon
- Posts: 156
- Joined: 10 Aug 2023, 12:03
Re: Accidentally fixed my stuttering and input lag problem
I can still see my gsync indicator even in borderless mode. it's on even by feeling of the game. even with mpo is off and gsync in nvcpl is set to fullscreen games only. And it still shows hardware independent flip in borderless mode. i am a little bit confused

