RTSS now has new automatic Low-Lag VSYNC ON (raster based)

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drameloide
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Joined: 29 Sep 2020, 11:56

Re: RTSS now has new automatic Low-Lag VSYNC ON (raster based)

Post by drameloide » 29 Sep 2020, 11:58

I have a question, the input lag of rtss or nvidia inspector etc is added in the limit of framerate or in the entire framerates? for example i have more input lag added by rtss if i has capped at 60fps and i have a framerate of 30fps?

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RealNC
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Re: RTSS now has new automatic Low-Lag VSYNC ON (raster based)

Post by RealNC » 30 Sep 2020, 16:37

drameloide wrote:
29 Sep 2020, 11:58
I have a question, the input lag of rtss or nvidia inspector etc is added in the limit of framerate or in the entire framerates? for example i have more input lag added by rtss if i has capped at 60fps and i have a framerate of 30fps?
If the game does not reach the cap, nothing happens. The limiter does not activate.
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woland
Posts: 27
Joined: 06 Aug 2020, 16:38

Re: RTSS now has new automatic Low-Lag VSYNC ON (raster based)

Post by woland » 18 Apr 2021, 18:20

If using RTSS scanline sync, should Nvidia reflex be disabled?

2mg
Posts: 35
Joined: 17 Jul 2018, 22:08

Re: RTSS now has new automatic Low-Lag VSYNC ON (raster based)

Post by 2mg » 02 May 2021, 16:11

Sorry, but depending on the page in this thread, there is advice not to use Vsync ON, and there is to combine with Vsync ON (or other Vsync types).

Then there is this guide https://bit.ly/3gV313K that says to put the line at top or bottom or out of visible area for example, similar to some advice in this thread... Or even use 2x mode with FastSync?

Is the guide on the first page "the definitive" version?

daemonjax
Posts: 37
Joined: 13 May 2024, 08:42

Re: RTSS now has new automatic Low-Lag VSYNC ON (raster based)

Post by daemonjax » 16 Aug 2025, 09:55

Just wanted to say this works GREAT for Guild Wars 2 with my 4070ti super (non-vrr lcd).

GPU usage is typically around 10% in this game with max graphics. This is the first game I was able to get it working perfectly in, probably because of the ultra low gpu usage.

It can get very cpu intensive when a lot of people are nearby, so I want to use the lowest fps I can stand -- using CRU to make a custom resolution at exactly 52 refresh (which is the lowest I can stand without really good motion blur) and the back porch is set to 40 (I can probably go bigger, but .

If this game had framegen, that would be better (so I could run it internally at around 30 fps but get the smoothness of 60fps)... but it doesn't.

Settings:
[Framerate]
Limit=0
LimitDenominator=1
LimitTime=0
LimitTimeDenominator=1
SyncDisplay=0
SyncScanline0=-39
SyncScanline1=0
SyncLimiter=2
PassiveWait=0
ReflexSleep=0
ReflexSetLatencyMarker=0
SyncFlush=0
SyncPeriods=0
SyncTimeout=0
SyncInfo=0

To me it makes the most sense to put the tearline in the backporch and not the frontporch (which should always only be 3 or 4 lines anyways) because the vsync sync pulse is normally between them (after the front porch and before the backporch), so really you can think of the backporch as the "top" of the screen and the frontporch as the "bottom"... so since I know what my backporch is, I could use up to -40 and keep it in the backporch. If I needed more backporch room I could just add more with CRU, but 40 is fine and I like to try and keep it around the original value for my lcd (which is 36) or slightly larger when making custom resolutions -- I always try to nail the refresh rate exactly. If I put it before where the sync pulse would be then then it's hard for me to imagine that I'd NOT be adding an additional frame's worth of display latency (which would NOT be detected by latencymon btw).

LatencyMon is reporting around 20ms latency (which makes sense since it's running at 52fps). It feels good. Better than vsync+60fps+rtss [email protected], and SyncFlush=0 is stable enough.

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