Anonymous893125 wrote: ↑18 Oct 2022, 16:14
and if im using the global limit to limit a game not in the list per program , that would be a "single limiting method " is that right
Anonymous893125 wrote: ↑18 Oct 2022, 16:14
are you refering to global and per program within rtss ?, do you mean if i set global to 80 then a program to 82 the two may overlap ? (in RTSS)
As far as our particular discussion goes thus far...
"Single" limiting method counts as having only one of the below enabled globally or per game:
1. In-game limiter - "internal" method
2. RTSS limiter (either globally or per profile) - "external" method
3. NVCP MFR limiter (either globally or per profile) - "external" method
"Stacked" limiting methods counts as:
#1, #2, or #3 (listed as single limiting methods above) + any of the others numbered active at the same time, either globally or for the same game at the same time + a limit on each that are above, say 10 frames of each other = safe, but typically overcomplicated versus either using a single limiter per game, or a single global limit for all games using one external method.
"Overlapping" limiting methods counts as:
#1, #2, or #3 (listed as single limiting methods above) + any of the others numbered active at the same time, either globally or for the same game at the same time + a limit on each that are within 5 or so frames of each other = not always safe.
Again, the lower limiter will prevent the higher limiter from activating, so if you have an in-game limit of 60, and an RTSS limit of 120 (either globally or just for the current game), then the lower limit is the only one that will take effect.
Reverse that, with the RTSS limit at 60, and the in-game limit at 120, and again, the lower limit will be the only one that will take effect.
It doesn't matter how many limiters you stack or overlap, whatever limiter is set lowest will be the only limiter that takes effect, unless, again, you set them too close (within 5 or so frames of each other), at which point frametime variances output by imperfect system performance can make the framerate overshoot the lowest limiter periodically and activate the limiter that is set slightly higher, potentially creating more frametime performance issues as they both try to regulate the maximum average framerate using different processes at the same time.