Input Lag Is Gone When I Use IGPU
Re: Input Lag Is Gone When I Use IGPU
There are 2 things that could explain it here.
Sometimes HDMI has less input lag vs DisplayPort.
Your iGPU may not support multiplane overlay (MPO).
Sometimes HDMI has less input lag vs DisplayPort.
Your iGPU may not support multiplane overlay (MPO).
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Windows 10 Esports Guide: forums.blurbusters.com/viewtopic.php?t=10724
Re: Input Lag Is Gone When I Use IGPU
To further that post ^, here's where you can compare multiplane overlay (MPO) config/status.
MPO Caps: XXXXX
MPO Stretch: XXXXX
MPO Media Hints: XXXXX
MPO Formats: XXXXX
Information on enabling/disabling MPO (Nvidia):
https://nvidia.custhelp.com/app/answers ... a_id/5157/
- (Windows Key) + R, then run "dxdiag", choose save all information button, save it wherever is convenient.
- Open the file and look for keyword MPO (CTRL+F to find)
MPO Caps: XXXXX
MPO Stretch: XXXXX
MPO Media Hints: XXXXX
MPO Formats: XXXXX
Information on enabling/disabling MPO (Nvidia):
https://nvidia.custhelp.com/app/answers ... a_id/5157/
Re: Input Lag Is Gone When I Use IGPU
MPO MaxPlanes: 3timecard wrote: ↑14 Jan 2023, 13:50To further that post ^, here's where you can compare multiplane overlay (MPO) config/status.
MPO MaxPlanes: XXXXX
- (Windows Key) + R, then run "dxdiag", choose save all information button, save it wherever is convenient.
- Open the file and look for keyword MPO (CTRL+F to find)
MPO Caps: XXXXX
MPO Stretch: XXXXX
MPO Media Hints: XXXXX
MPO Formats: XXXXX
Information on enabling/disabling MPO (Nvidia):
https://nvidia.custhelp.com/app/answers ... a_id/5157/
MPO Caps: RGB,YUV,BILINEAR,HIGH_FILTER,STRETCH_YUV,STRETCH_RGB,IMMEDIATE,HDR (MPO3)
MPO Stretch: 5.000X - 0.334X
MPO Media Hints: colorspace Conversion
MPO Formats: NV12,YUY2,R16G16B16A16_FLOAT,R10G10B10A2_UNORM,R8G8B8A8_UNORM,B8G8R8A8_UNORM
This is what I've got. Is this good or bad?
Re: Input Lag Is Gone When I Use IGPU
This just says you have multiplane overlay enabled.TheKelz wrote: ↑15 Jan 2023, 04:37MPO MaxPlanes: 3
MPO Caps: RGB,YUV,BILINEAR,HIGH_FILTER,STRETCH_YUV,STRETCH_RGB,IMMEDIATE,HDR (MPO3)
MPO Stretch: 5.000X - 0.334X
MPO Media Hints: colorspace Conversion
MPO Formats: NV12,YUY2,R16G16B16A16_FLOAT,R10G10B10A2_UNORM,R8G8B8A8_UNORM,B8G8R8A8_UNORM
This is what I've got. Is this good or bad?
Re: Input Lag Is Gone When I Use IGPU
MPO MaxPlanes: 1timecard wrote: ↑14 Jan 2023, 13:50To further that post ^, here's where you can compare multiplane overlay (MPO) config/status.
MPO MaxPlanes: XXXXX
- (Windows Key) + R, then run "dxdiag", choose save all information button, save it wherever is convenient.
- Open the file and look for keyword MPO (CTRL+F to find)
MPO Caps: XXXXX
MPO Stretch: XXXXX
MPO Media Hints: XXXXX
MPO Formats: XXXXX
Information on enabling/disabling MPO (Nvidia):
https://nvidia.custhelp.com/app/answers ... a_id/5157/
MPO Caps: Not Supported
MPO Stretch: Not Supported
MPO Media Hints: Not Supported
MPO Formats: Not Supported
I guess, it's disabled. I'm right?
Re: Input Lag Is Gone When I Use IGPU
Yes, yours appears to be disabled. What GPU?
2023 Esports Guide: forums.blurbusters.com/viewtopic.php?t=11799
Windows 10 Esports Guide: forums.blurbusters.com/viewtopic.php?t=10724
Windows 10 Esports Guide: forums.blurbusters.com/viewtopic.php?t=10724
Re: Input Lag Is Gone When I Use IGPU
I just tested this and before/after MPO planes was 4. This registry fix doesn't appear to work on pre-461 drivers.timecard wrote: ↑14 Jan 2023, 13:50To further that post ^, here's where you can compare multiplane overlay (MPO) config/status.
MPO MaxPlanes: XXXXX
- (Windows Key) + R, then run "dxdiag", choose save all information button, save it wherever is convenient.
- Open the file and look for keyword MPO (CTRL+F to find)
MPO Caps: XXXXX
MPO Stretch: XXXXX
MPO Media Hints: XXXXX
MPO Formats: XXXXX
Information on enabling/disabling MPO (Nvidia):
https://nvidia.custhelp.com/app/answers ... a_id/5157/
2023 Esports Guide: forums.blurbusters.com/viewtopic.php?t=11799
Windows 10 Esports Guide: forums.blurbusters.com/viewtopic.php?t=10724
Windows 10 Esports Guide: forums.blurbusters.com/viewtopic.php?t=10724
Re: Input Lag Is Gone When I Use IGPU
D3D9 Overlay: Supported
DXVA-HD: Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
MPO MaxPlanes: 4
MPO Caps: RGB,YUV,BILINEAR,HIGH_FILTER,STRETCH_YUV,STRETCH_RGB,IMMEDIATE,HDR (MPO3)
MPO Stretch: 10.000X - 0.500X
MPO Media Hints: resizing, colorspace Conversion
MPO Formats: NV12,YUY2,R16G16B16A16_FLOAT,R10G10B10A2_UNORM,R8G8B8A8_UNORM,B8G8R8A8_UNORM
PanelFitter Caps: RGB,YUV,BILINEAR,HIGH_FILTER,STRETCH_YUV,STRETCH_RGB,IMMEDIATE,HDR (MPO3)
PanelFitter Stretch: 10.000X - 0.500X
Here are my results, RTX 3060ti, modded Nvidia Xtreme-G driver 528.02
Btw, I tested both with DP and HDMI. Whenever I use intel GPU, my monitor feels accurate. Like it refreshes more often and I don't get the feeling that I'm delayed in the game. Fps is usually around 90 and below. Also I tried capping fps 90 with rtx and does not feel the same.
DXVA-HD: Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
MPO MaxPlanes: 4
MPO Caps: RGB,YUV,BILINEAR,HIGH_FILTER,STRETCH_YUV,STRETCH_RGB,IMMEDIATE,HDR (MPO3)
MPO Stretch: 10.000X - 0.500X
MPO Media Hints: resizing, colorspace Conversion
MPO Formats: NV12,YUY2,R16G16B16A16_FLOAT,R10G10B10A2_UNORM,R8G8B8A8_UNORM,B8G8R8A8_UNORM
PanelFitter Caps: RGB,YUV,BILINEAR,HIGH_FILTER,STRETCH_YUV,STRETCH_RGB,IMMEDIATE,HDR (MPO3)
PanelFitter Stretch: 10.000X - 0.500X
Here are my results, RTX 3060ti, modded Nvidia Xtreme-G driver 528.02
Btw, I tested both with DP and HDMI. Whenever I use intel GPU, my monitor feels accurate. Like it refreshes more often and I don't get the feeling that I'm delayed in the game. Fps is usually around 90 and below. Also I tried capping fps 90 with rtx and does not feel the same.
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Intel I7 11700k
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Msi RTX 3060 TI Ventus 3x OC
CM Power supply 750w 80+ Bronze
Re: Input Lag Is Gone When I Use IGPU
GPU: Nvidia GTX 1080
Driver version: 527.56
Driver type: DCH
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- Posts: 3
- Joined: 18 Mar 2025, 06:09
Re: Input Lag Is Gone When I Use IGPU
There is another documented fix by Microsoft. I have been wrestling with this Multiplane Overlay issue for a long time. Most of the solutions are to disable it and the input delays, flickering, or hesitant output issues are gone.
Apparently it was observed that the Discord apps flip presentation model was fluctuating between Composed: Flip and Hardware Composed: Independent Flip whenever the user interacted with the GUI, because it has a low fps. It seems to happen when something is interacting with the Desktop Windows Manager. No one really understands Microsoft's intent of this behavior, but they addressed it by setting removing the minimum overlay fps, or creating the registry key and set the value to zero. With this solution, you need to enable the Multiplane Overlay. This is per Microsoft:
HKEY_LOCAL_MACHINE\Software\Microsoft\Windows\Dwm
Add a DWORD-32 bit named OverlayMinFPS and the value of 0x00000000
If this value is present and set to zero, the Desktop Window Manager disables its minimum frame rate requirement for assigning DirectX swap chains to overlay planes in hardware that supports overlays. This makes it more likely that a low frame rate swap chain will get assigned and stay assigned to an overlay plane, if available. This mechanism was introduced in its present form in Windows 11. This registry value may be modified or removed in future releases.
NVIDIA GPU's has a couple of overlay settings that I would like to try. I'm not sure if it adds to the existing overlays or will switch it's games to use it's overlay instead of Microsofts. I'm not sure, but I am sure that I had a bail of positive results after using this registry key.
On that same note, I stumbled upon another problem within the dwm registry key where this fix is located. The subkey, ExtendedComposition, has two DWORD 32-bit registry entries: ExclusiveModeFramerateAveragingPeriodms and ExclusiveModeFramerateThresholdPeriod.
ExclusiveModeFramerateAveragingPeriodms is the same as RTSS's Framerate Averaging Interval, which is 1000 milliseconds, so that was good. However, ExclusiveModeFramerateThresholdPeriod was set to a hex of 0x2D, which is 45....or 45 percent. I think that this value will make 60 fps fly sideways like a kite, so I changed this value to 1 or the 1% Low that is calculated like RTSS. There might be more undocumented keys out there that can improve the way Windows is calculating it's FPS, but 45 percent will no doubt cause additional input delays.
Apparently it was observed that the Discord apps flip presentation model was fluctuating between Composed: Flip and Hardware Composed: Independent Flip whenever the user interacted with the GUI, because it has a low fps. It seems to happen when something is interacting with the Desktop Windows Manager. No one really understands Microsoft's intent of this behavior, but they addressed it by setting removing the minimum overlay fps, or creating the registry key and set the value to zero. With this solution, you need to enable the Multiplane Overlay. This is per Microsoft:
HKEY_LOCAL_MACHINE\Software\Microsoft\Windows\Dwm
Add a DWORD-32 bit named OverlayMinFPS and the value of 0x00000000
If this value is present and set to zero, the Desktop Window Manager disables its minimum frame rate requirement for assigning DirectX swap chains to overlay planes in hardware that supports overlays. This makes it more likely that a low frame rate swap chain will get assigned and stay assigned to an overlay plane, if available. This mechanism was introduced in its present form in Windows 11. This registry value may be modified or removed in future releases.
NVIDIA GPU's has a couple of overlay settings that I would like to try. I'm not sure if it adds to the existing overlays or will switch it's games to use it's overlay instead of Microsofts. I'm not sure, but I am sure that I had a bail of positive results after using this registry key.
On that same note, I stumbled upon another problem within the dwm registry key where this fix is located. The subkey, ExtendedComposition, has two DWORD 32-bit registry entries: ExclusiveModeFramerateAveragingPeriodms and ExclusiveModeFramerateThresholdPeriod.
ExclusiveModeFramerateAveragingPeriodms is the same as RTSS's Framerate Averaging Interval, which is 1000 milliseconds, so that was good. However, ExclusiveModeFramerateThresholdPeriod was set to a hex of 0x2D, which is 45....or 45 percent. I think that this value will make 60 fps fly sideways like a kite, so I changed this value to 1 or the 1% Low that is calculated like RTSS. There might be more undocumented keys out there that can improve the way Windows is calculating it's FPS, but 45 percent will no doubt cause additional input delays.