Can VRR make frametime spikes more noticeable?

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jorimt
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Re: Can VRR make frametime spikes more noticeable?

Post by jorimt » 21 Feb 2025, 17:14

brogers wrote:
21 Feb 2025, 16:33
In Like A Dragon Infinite Wealth, when I use the ingame limiter to 60, it will hitch upon exiting menus/conversations with a frametime spike. If I cap with RTSS, there is no frametime spike, but oddly G-SYNC lowers the HZ as if there was.
Could be game/engine specific; not all in-game limiters are worth using over external.

That, and I've just started the Yakuza series, and in Yakuza 0, I could only get the frametime performance to behave in that game by disabling game mode in the Windows 11 settings, so it's not always directly G-SYNC related.

As for there not being any frametime spikes in those instances, it's more accurate to say that G-SYNC automatically "reacts" to the given limiter's behavior, so if G-SYNC is lowering Hz, then it is an indicator that the frametime/rate rapidly changed during the event, whether the system-side graph reflected that particular instance or not; not everything is detectable with system-side monitoring, that's why many testing outlets use external monitoring methods for frametime performance.
brogers wrote:
21 Feb 2025, 16:33
Not sure if these are just rare cases of game specific bugs, or if RTSS's frame limiter could somehow be interfering with G-SYNC, albeit only in these specific games.
Instead of being perplexed when you're experiencing frametime issues in a game, you should be more perplexed when you're not, since the former is far more common, as are game-specific quirks.

To be clear, G-SYNC doesn't really affect much of anything, and is instead much more vulnerable to being affected by everything else.
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brogers
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Re: Can VRR make frametime spikes more noticeable?

Post by brogers » 21 Feb 2025, 23:06

jorimt wrote:
21 Feb 2025, 17:14
Instead of being perplexed when you're experiencing frametime issues in a game, you should be more perplexed when you're not, since the former is far more common, as are game-specific quirks.
Yeah, it seems like the longer I have my new pc and monitor, the more I realize I was just blissfully ignorant or at least much more tolerant of frametime stuff. Wasn't used to such smooth performance that now it just sticks out. I'll gladly take the occasional rare hitch though for high framerate

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jorimt
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Re: Can VRR make frametime spikes more noticeable?

Post by jorimt » 22 Feb 2025, 10:16

brogers wrote:
21 Feb 2025, 23:06
it seems like the longer I have my new pc and monitor, the more I realize I was just blissfully ignorant or at least much more tolerant of frametime stuff. Wasn't used to such smooth performance that now it just sticks out.
Well, that, and achievable frame/refresh rates have become higher and higher on PC as visual complexity has increased, yet OS quality control, game engine choices and development standards have degraded to a point where frametime spikes are more prevalent than they were 20+ years ago. Ironic (and annoying).
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series

Displays: ASUS PG27AQN, LG 48C4 OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboard: Wooting 60HE Mouse: Razer Viper Mini SE Sound: Creative Sound Blaster Katana V2 VR: Beyond 2, Quest 3, Reverb G2, Index Consoles: Dreamcast, PS2, PS3, PS5, Switch 2, Wii, Xbox, Analogue Pocket + Dock Scaler: RetroTINK 4k

brogers
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Re: Can VRR make frametime spikes more noticeable?

Post by brogers » 23 Feb 2025, 20:31

jorimt wrote:
22 Feb 2025, 10:16
Well, that, and achievable frame/refresh rates have become higher and higher on PC as visual complexity has increased, yet OS quality control, game engine choices and development standards have degraded to a point where frametime spikes are more prevalent than they were 20+ years ago. Ironic (and annoying).
For sure, and the average player probably doesn't even notice. The amount of people who swore that they got "zero stutters" in Jedi Survivor alone....

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jorimt
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Re: Can VRR make frametime spikes more noticeable?

Post by jorimt » 23 Feb 2025, 21:30

brogers wrote:
23 Feb 2025, 20:31
The amount of people who swore that they got "zero stutters" in Jedi Survivor alone....
And Fallen Order before it.
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series

Displays: ASUS PG27AQN, LG 48C4 OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboard: Wooting 60HE Mouse: Razer Viper Mini SE Sound: Creative Sound Blaster Katana V2 VR: Beyond 2, Quest 3, Reverb G2, Index Consoles: Dreamcast, PS2, PS3, PS5, Switch 2, Wii, Xbox, Analogue Pocket + Dock Scaler: RetroTINK 4k

1000WATT
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Re: Can VRR make frametime spikes more noticeable?

Post by 1000WATT » 23 Feb 2025, 23:42

brogers wrote: For sure, and the average player probably doesn't even notice. The amount of people who swore that they got "zero stutters" in Jedi Survivor alone....
I offer you my condolences. Life will never be the same.
You have opened 1 dls for each game. Estimated time to complete this dls is 2-4 hours.
By the time you finish the dls. You won't want to play the main story anymore.
There is no way back. All that remains is to sadly remember the time when you did not notice frametime spikes.
My wife says: you don't play games.
You play game settings.
I often do not clearly state my thoughts. google translate is far from perfect. And in addition to the translator, I myself am mistaken. Do not take me seriously.

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