So, Monster Hunter Wilds came out today. General optimization issues aside, I've noticed something odd with G-SYNC.
My Monitor is a DELL AW2724DM. G-SYNC is enabled in NVCP, V-SYNC is on in NVPC and off in game.
My HZ reads as 5 above my fps, no matter what I set it to. At capped 60fps, it reads 65hz, at capped 80, 85hz.
I'm using RTSS because the ingame limiter causes an awful sawtooth frametime pattern, spiking to 25ms every half second. When I leave it uncapped, it seems to be fine, but leaving it uncapped causes more stutters.
Has anybody else had this issue with this game?
G-SYNC Odd Behavior in Monster Hunter Wilds
- RealNC
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Re: G-SYNC Odd Behavior in Monster Hunter Wilds
Try using SpecialK. It added some specific fixes for that game that help with frame pacing.
Steam • GitHub • Stack Overflow
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
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brogers
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brogers
- Posts: 18
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Re: G-SYNC Odd Behavior in Monster Hunter Wilds
So, I tested out Special K since it seems to be safe for Wilds.
The HZ monitor still is at 66Hz using Special K's Normal limiter (I also read somewhere else that there is a problem with Reflex in this game, so I disabled it through Special K as well)
I also tried with the Low Latency (VRR optimized limiter), which seemed to show the same cyclical spikes.
Oddly, I don't think I can notice a difference between the two limiters, but it still feels a little off using them because of the Hz mismatch I think. The Special K graph also shows heavy simulation time spikes for both.
VRR Optimized limiter: Normal limiter:
The HZ monitor still is at 66Hz using Special K's Normal limiter (I also read somewhere else that there is a problem with Reflex in this game, so I disabled it through Special K as well)
I also tried with the Low Latency (VRR optimized limiter), which seemed to show the same cyclical spikes.
Oddly, I don't think I can notice a difference between the two limiters, but it still feels a little off using them because of the Hz mismatch I think. The Special K graph also shows heavy simulation time spikes for both.
VRR Optimized limiter: Normal limiter:
- RealNC
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Re: G-SYNC Odd Behavior in Monster Hunter Wilds
There have been further updates in SpecialK. Disabling GPU DirectStorage is recommended. Also disabling in-game Reflex and using SK reflex instead.
I don't have this game myself, but there's ongoing discussion about this game on the SK discord.
I don't have this game myself, but there's ongoing discussion about this game on the SK discord.
Steam • GitHub • Stack Overflow
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
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brogers
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Re: G-SYNC Odd Behavior in Monster Hunter Wilds
Had a look at the discord, as well as some other forums. For anybody else with this issue, it looks like unfortunately the only reliable way to get consistent frame pacing is by doing two things: enabling frame generation, and overriding the in-game Reflex using Special K
