I have a ASUS VG248QE that I am using Lightboost on. Right now I am running FastSync with a RTSS frame limit set to just a smidgen less then the measured refresh rate of my monitor. Would it be better to use a in game frame limiter? The game I am playing the most right now doesn't seem to have a very accurate or stable frame limiter, it will fluctuate a couple FPS in either direction. If I should use the in game limiter instead of RTSS, should it be less then or more then the refresh rate of the monitor? Also, should I reduce my FPS\refresh to the point where FPS doesn't fluctuate, or should I run at the highest refresh available? (Exsample : Limit to 100fps if 100fps is the lowest my game drops to in intensive situations.)
Also, is it time to replace my VG248QE for a GSync\FreeSync display, or should I wait until the end of this year for these 240hz 0.5ms delay GSync panels I have been hearing about?
FastSync RTSS vs In Game FPS Limit?
Re: FastSync RTSS vs In Game FPS Limit?
I'm not aware of in-game frame limiters that can be accurate to 0.00n FPS. RTSS is the best limiter you can use for this purpose. I assume you're following the low-latency vsync guide where you cap your FPS to 0.01FPS below refresh rate? See:Litzner wrote:Would it be better to use a in game frame limiter?
https://forums.guru3d.com/threads/the-t ... st-5380262
and:
https://www.blurbusters.com/howto-low-lag-vsync-on/
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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.
Re: FastSync RTSS vs In Game FPS Limit?
Yes I am, I think I am getting a lot of extra cpu load using that method though, as I am seeing near max cpu usage now. Which made me curious about in-game limiting and what it would look like combined with fast sync. What I likely need is a new monitor that supports gsync and hopefully use that with a Gsync+ULMB hack\glitch and a frame limiter to get the best of low input lag and motion clarity.RealNC wrote:I assume you're following the low-latency vsync guide where you cap your FPS to 0.01FPS below refresh rate?
Re: FastSync RTSS vs In Game FPS Limit?
This is normal. The CPU load is fake, because it's just RTSS blocking the game, doing nothing, in order to achieve very accurate timing for the frame limiter. Using timers (like in-game limiters do) is not very accurate. Blocking and waiting in a do-nothing infinite loop is very accurate.Litzner wrote:Yes I am, I think I am getting a lot of extra cpu load using that method though, as I am seeing near max cpu usage now.RealNC wrote:I assume you're following the low-latency vsync guide where you cap your FPS to 0.01FPS below refresh rate?
This kind of CPU load doesn't consume power, nor raise temps. It's really just an empty infinite loop. (It does keep the CPU from powering down, but you don't want that to happen while gaming anyway.)
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.
Re: FastSync RTSS vs In Game FPS Limit?
Thanks, I didn't realize that this is how the RTSS frame limiting works!RealNC wrote:This is normal. The CPU load is fake, because it's just RTSS blocking the game, doing nothing, in order to achieve very accurate timing for the frame limiter. Using timers (like in-game limiters do) is not very accurate. Blocking and waiting in a do-nothing infinite loop is very accurate.
This kind of CPU load doesn't consume power, nor raise temps. It's really just an empty infinite loop. (It does keep the CPU from powering down, but you don't want that to happen while gaming anyway.)
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Re: FastSync RTSS vs In Game FPS Limit?
Tiny grain of nitpick, but -- on some CPU platforms, there is a possible slight increase in power consumption with the brief-busyloop techniques necessarily used for precision, but it's relatively minor. That said, others have the ability to do precision nanosleeps (precision sleeping). Many lower-power techniques now exist to do precision at low-power, but it can consume more power on some older platforms. So YMMV for the power requirements of precision framepacing.
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