DLDSR reduces input lag (Confirmed by Frameview + video)

Everything about latency. This section is mainly user/consumer discussion. (Peer-reviewed scientific discussion should go in Laboratory section). Tips, mouse lag, display lag, game engine lag, network lag, whole input lag chain, VSYNC OFF vs VSYNC ON, and more! Input Lag Articles on Blur Busters.
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Re: DLDSR makes the game faster / mouse more responsible

Post by Chief Blur Buster » 11 Oct 2022, 03:10

GPU power management adds frametime jitter when you underload a GPU. This is a problem when using GPUs with emulators sometimes.

One fix for ultra-low-GPU-utilization situations is to use RTSS Scanline Sync with the Force Flush. This bypasses GPU power management, reducing latency of Present()-to-photons.
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andrelip
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Re: DLDSR makes the game faster / mouse more responsible

Post by andrelip » 19 Nov 2022, 16:00

Reviving this topic to add some metrics.

I tried this with Frame view 1.4 and Fortnite.

1920x1080 vs 2880x1620 (DLDSR res)

I tested in Fortnite, setting the render scale to 16% and testing both resolutions.

1920x1080 gave me 13-14ms of System Latency while 2880 gave me 8-9ms.

Video:

Capped at 180fps: https://youtube.com/shorts/UWRmp3WNyrs?feature=share
Uncapped: https://youtube.com/shorts/xKtPmGKz9NQ?feature=share

Considerations:

3080 - GPU frequency was locked and frequent in both cases.
The tool reported a smaller latency in 2880 even with higher GPU usage.

Melkxz
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Re: DLDSR reduces input lag (Confirmed by Frameview + video)

Post by Melkxz » 19 Nov 2022, 20:12

That is strange, I used DLDSR on my 1440p monitor for solo game. With 3080 too.

And sometime forgot to put it off before playing multiplayer games. Every time I could tell that I forgot to turn it off because of the added blur to the image and the added input delay.

I use ultimate performance power plan, locked CPU/GPU frequency.

And it was mostly noticed in League of Legend that use something like 5/10% GPU/CPU to reach 200fps locked.

andrelip
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Re: DLDSR reduces input lag (Confirmed by Frameview + video)

Post by andrelip » 20 Nov 2022, 08:12

This new Frameview was made to support DLSS 3 with Frame Generation and is reading from latency markers used by Reflex supported games.

While I don’t discard this unusual flow (DLDSR) to create issues in the measurement, I think it’s unlikely.

When I first wrote this, I was suspecting the behaviour without any type of data.

If you guys can try to reproduce and we confirm that this behaviour is not only in my setup, then we can ask for someone to confirm with button to pixel equipment.

andrelip
Posts: 166
Joined: 21 Mar 2014, 17:50

Re: DLDSR reduces input lag (Confirmed by Frameview + video)

Post by andrelip » 20 Nov 2022, 11:45

thizito wrote:
20 Nov 2022, 00:17
Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Class\{4d36e968-e325-11ce-bfc1-08002be10318}\0000]
"DisableDynamicPstate"=dword:00000001

and test again
With this command it locked the freq in 1985 instead of the default of 1920 from "prefer high performance" (Asus Strix 3080 OC). Now 1080p seems to have a very small advantage. The device was listed at 0002 instead of 0000.

What is curious it that before it was locked in the afterburner and you can even see that in the video.

andrelip
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Re: DLDSR reduces input lag (Confirmed by Frameview + video)

Post by andrelip » 24 Nov 2022, 05:30

thizito wrote:
23 Nov 2022, 01:38
it forces highest p state, just use and re-do, i think the test is a joke
I don't know if you noticed, but I agree with you.

With this command, my fans and temp are a little bit higher on the desktop, and the latency of non-DLDSR actually decreased. Actually, now the latency is scaling with GPU usage, as expected.

What I'm commenting here is that before I use this command, I locked the voltage/frequency curve in Afterburner and it seemed to be locking the p-state.

nvidia-smi reported p0 and all the charts seemed to be constant, including voltage. I work with deep learning and Nvidia-SMI was very reliable for memory reading and throttle, at least in Linux.

Although the key is name "DisableDynamicPstate", I think this switch does more than just p-states. Maybe NVIDIA reused this old key to toggle additional power-savings techniques.

andrelip
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Joined: 21 Mar 2014, 17:50

Re: DLDSR reduces input lag (Confirmed by Frameview + video)

Post by andrelip » 25 Nov 2022, 04:48

Ignore my last message, it still shows a significant difference even after this command.

Now I tested in Valorant and I got 3~4ms of system latency using DLDSR against 8~9ms of 1080p.
The mouse does feel better.

reach0
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Joined: 01 Oct 2024, 08:24

Re: DLDSR reduces input lag (Confirmed by Frameview + video)

Post by reach0 » 03 Oct 2024, 13:24

Could someone else test this and see if it does reduce input lag I tried it myself but don't see much of a difference

Purpose
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Joined: 21 Jan 2025, 02:11

Re: DLDSR reduces input lag (Confirmed by Frameview + video)

Post by Purpose » 05 Feb 2025, 04:34

andrelip wrote:
25 Nov 2022, 04:48
Ignore my last message, it still shows a significant difference even after this command.

Now I tested in Valorant and I got 3~4ms of system latency using DLDSR against 8~9ms of 1080p.
The mouse does feel better.
Can we get a 2024 update? I just got DSR factors working on my G9 oled by switching it to 16:9 in the game mode settings menu. 2.25 makes pubg all stuttery again but 1.78x looks awesome.. even at 70% render scale, low preset, aliasing as low as possible.

And it feels good to me and I'm pretty sensitive.. but would like to confirm

skkiNN
Posts: 106
Joined: 07 Feb 2021, 14:20

Re: DLDSR reduces input lag (Confirmed by Frameview + video)

Post by skkiNN » 05 Feb 2025, 17:06

andrelip wrote:
04 Oct 2022, 13:45
Hey, I'm testing DLDSR with 2.5x and you can feel the difference immediately from switching from the default resolution to the upscaled one.

It's not a placebo and is easily reproducible. Just switch from the original resolution to the DLDSR one and check your game feel. Get used to the DLDSR one and try to switch back to the native one and see the pain.

Tested in CSGO with an RTX 3080.

You can use this in 4:3 too by forcing your highest res in CRU to be 4:3 (in my case 1440 x 1080).

## Technical comment:

I don't know if that translates directly to lower latency, but the mouse is clearly more responsive.

Theory 1: Maybe the GPU just deactivates the power savings to be "always ready" for deep learning processing? So it highly affects CPU-bound games.
Theory 2: Maybe it's just the GPU being more utilized and disabling some hidden power-saving features.
Theory 3: Maybe DLDSR has a different processing pipeline that doesn't block the CPU too much.


----
EDIT:

I tried this with Frame view 1.4 and Fortnite.

1920x1080 vs 2880x1620 (DLDSR virtual res)

I tested in Fortnite, setting the render scale to 16% to ensure no GPU bottleneck and testing both resolutions.
1920x1080 gave me 13-14ms of System Latency while 2880 gave me 8-9ms.

Video:

Capped at 180fps: https://youtube.com/shorts/UWRmp3WNyrs?feature=share
Uncapped: https://youtube.com/shorts/xKtPmGKz9NQ?feature=share

Considerations:

3080 - GPU frequency was locked and frequent in both cases.
The tool reported a smaller latency in 2880 even with higher GPU usage.
Reflex off in the video. Same result with Reflex ON
Man i didnt understand how to force in 4:3 using CRU... i tried everything but.. can u explain me more how to try it for example in 1440x1080?

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