DLSS3 interpolation two-cap approach ("latency guard" in-game cap + "stutter guard" external cap)

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Sptz
Posts: 24
Joined: 17 Mar 2015, 06:24

Re: DLSS3 interpolation two-cap approach ("latency guard" in-game cap + "stutter guard" external cap)

Post by Sptz » 16 Oct 2023, 11:06

Chief Blur Buster wrote:
11 Oct 2023, 22:27
Sptz wrote:
11 Oct 2023, 03:15
But when I tested in 1440p it was tearing quite a lot, meaning there was definitely no VSYNC being used.
You could use NVIDIA Control Panel to for VSYNC ON when VRR is enabled. See if that works to hide the tearing during VRR.
The 1440p test was just to test on a different monitor. I do have some interesting findings and it's a bit odd that games appear to be working differently when it comes to Framegen?

This isn't exactly a trustworthy test as I wasn't doing a fair comparison, these findings were me trying to figure out the best settings for each game for full classic VRR + GSYNC + VSYNC style behaviour, aka, super smooth, no tearing, no visible additional input lag.

CyberPunk 2077 VSYNC ON:
  • RTSS Framecap @ 117 FPS = Weird framepacing issues, felt stuttery
  • In-Game Framecap @ 55 FPS = No tearing, perfectly smooth
SpiderMan Remastered VSYNC ON:

In-Game Framecap doesn't exist
  • No Framecap = Tearing, very weird framepacing issues, feels horrible (Checked HDMI Diagnostics on my LG C9 showed VRR wasn't even working properly for some reason)
  • RTSS Framecap @ 55 FPS or 117 FPS = Tearing, very weird framepacing issues, feels horrible
  • NVCP Framecap @ 117 FPS = Buttery smooth, no tearing (HDMI Diagnostics show VRR working perfectly)
Find it a bit disconcerting there's such discrepancy in behavior but games like SpiderMan for example do show that the capping behavior is working exactly like "Pre-FG" times.

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Re: DLSS3 interpolation two-cap approach ("latency guard" in-game cap + "stutter guard" external cap)

Post by Chief Blur Buster » 17 Oct 2023, 19:41

Those are pretty interesting observations!

I need to retest as NVIDIA is rapidly tweaking things around. You never want to do RTSS-alone, when using framegen, it's only a fallback. It can either make it better or worse.

It's very interesting that the NVCP capping works much better.

What you might want to try is in-game cap of 55 and an NVCP cap of 117 concurrently with other games that supports both. NVCP can be the stutter guard cap instead of RTSS.

(When you say "VSYNC ON" I presume you mean NVCP setting, not in-game setting)
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Sptz
Posts: 24
Joined: 17 Mar 2015, 06:24

Re: DLSS3 interpolation two-cap approach ("latency guard" in-game cap + "stutter guard" external cap)

Post by Sptz » 18 Oct 2023, 03:34

Chief Blur Buster wrote:
17 Oct 2023, 19:41
Those are pretty interesting observations!

I need to retest as NVIDIA is rapidly tweaking things around. You never want to do RTSS-alone, when using framegen, it's only a fallback. It can either make it better or worse.

It's very interesting that the NVCP capping works much better.

What you might want to try is in-game cap of 55 and an NVCP cap of 117 concurrently with other games that supports both. NVCP can be the stutter guard cap instead of RTSS.

(When you say "VSYNC ON" I presume you mean NVCP setting, not in-game setting)
Chief Blur Buster wrote:
17 Oct 2023, 19:41
(When you say "VSYNC ON" I presume you mean NVCP setting, not in-game setting)
Correct. As when you enable FG, VSYNC seizes to be selectable option in-game, in both of these games. I'm assuming the same happens for others but don't have any more FG integrated games.

I forgot to add that in Spiderman's first scenario:
  • "No Framecap = Tearing, very weird framepacing issues, feels horrible (Checked HDMI Diagnostics on my LG C9 showed VRR wasn't even working properly for some reason)"
Obviously the reason it's "horrible" is because it was going above 120 FPS.

I'm now playing CP2077 with no framerate limit and NVCP VSYNC ON because it doesn't even reach 120 FPS at any point (5800x3D + RTX 4090) in 4K Ultra Settings. So in this scenario VSYNC ON or OFF is obviously the same experience.

SpiderMan is only playable, for me, with NVCP FrameCap @ 117 FPS, like your guide specifies pre-FG times. And yeah, I honestly, couldn't feel any difference in input lag, there might be of course, IIRC your tests showed RTSS was slightly better than NVCP and human perception is flawed to the max but being a very sensitive person to any kind of flickering, stuttering, latency etc, I did not feel any difference in this specific scenario.

Just wish things like VSYNC and Framecaps worked properly INGAME when selecting FG :/ having to do all this "planning" and testing just to play a game is annoying but it's the life we chose I guess :D

Gonna hunt for more FG games to test as well.

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