Everything about displays and monitors. 120Hz, 144Hz, 240Hz, 4K, 1440p, input lag, display shopping, monitor purchase decisions, compare, versus, debate, and more. Questions? Just ask!
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William Sokol Erhard
- Posts: 53
- Joined: 16 Nov 2024, 00:56
- Location: Seattle, Washington
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by William Sokol Erhard » 24 Mar 2026, 17:23
7bhsq wrote: ↑23 Mar 2026, 12:57
It turns out that a driver update got it working again. I rolled back to an earlier driver from last year to test something but I guess that driver was too old for the acceleration library or something.
Glad to hear that worked. I have been updating the CUDA/TensorRT SDK regularly so it makes sense Nvidia added some version requirements.
I'll add this to the Vint docs.
Let me know if you have any other issues or feedback. I hope Vint does everything you need to your satisfaction.
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bahamutfan
- Posts: 8
- Joined: 21 Apr 2026, 06:59
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by bahamutfan » 31 May 2026, 07:05
I noticed a strange observation where if I use a capture card to pipe in a video game console and apply motion interpolation, the input lag varies greatly at different PC monitor refresh rates (using a 5080).
60 Hz content —> 2x interpolation —> output to PC monitor set to 240 Hz results in a lot less input lag than:
60 Hz content —> 2x interpolation —> output to PC monitor set to 120 Hz results in a lot more input lag
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William Sokol Erhard
- Posts: 53
- Joined: 16 Nov 2024, 00:56
- Location: Seattle, Washington
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Contact:
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by William Sokol Erhard » 01 Jun 2026, 19:32
Thanks for the report,
That aligns with my observations but I am surprised you were getting latency good enough to play with.
Vint's pipeline is optimized for video so it's built around upscaling very low framerate inputs and supporting video features like RTX VSR and using video tools. I don't recommend Vint for interactive content like video games but I don't place any restrictions so all things are possible.