Vleeswolf wrote:If you run at half-rate vsync, in particular, the effect of the MPRF setting is pretty noticeable on some games, with 1 giving the lowest lag.
This situation may be the exception as I believe while this mode effectively forces a double buffer lock to half refresh, it's still technically running at 60Hz (or whatever base max refresh rate you have set), so unless you're using an FPS limiter in combination with 1/2 refresh V-SYNC, the framerate still isn't being limited by an FPS limiter or the refresh rate, thus MPRF should still have an effect.
Aemony wrote:* In the "Optimal G-SYNC Settings", please mention that "Preferred refresh rate" in Nvidia Control Panel should be set to "Highest available" for full clarification. Using "Application-controlled" on this setting understandably limits the refresh rate to whatever refresh rate the game requested (usually 60 Hz) unless manually overridden using third-party software.
I thought I was already pretty clear in "G-SYNC 101: Control Panel" when I stated:
"'Highest available' automatically engages when G-SYNC is enabled, and overrides the in-game refresh rate selector (if present), defaulting to the highest supported refresh rate of the display. This is useful for games that don’t include a selector, and ensures the display’s native refresh rate is utilized."
Since "Highest available" engages automatically with G-SYNC, I don't see the need to insist it be enabled. That, and "Application-controlled" does have its uses in games that have a refresh rate selector (a.k.a Overwatch, etc.), and for games that don't, while it isn't convenient, you can usually set the desktop to the desired refresh rate before launch (CS:GO and some others work like this).
Finally, I wouldn't always recommend "Highest available," since there are edge cases where if you have a 240Hz G-SYNC monitor connected as a secondary and a 144Hz G-SYNC monitor connected as a primary (like I do), that setting forces the 240Hz monitor to 144Hz unless "Application controlled" is enabled instead. This goes for any mixed refresh rate multi-monitor setup (darn you Microsoft...or whomever).
Aemony wrote:* Even if G-Sync is enabled for "Full screen mode" only, some games can be forced to run in a G-Sync'd borderless window by forcing Flip Model presentation using the
Special K tool. This is often hit or miss, though, and I don't think all engines supports it. This bypasses whatever window mode Nvidia is using in their drivers. I have no idea how it relates to the "DWM Woes?" chapter, but felt it necessary to mention if nobody else hadn't done that.
Hm, that just sounds like a roundabout way of enabling G-SYNC's borderless/windowed mode; interesting note nonetheless.
Aemony wrote:Also, a minor request to jorimt: If you're up for it, I'd love to see how Special K's framerate limiter stacks up to the alternatives. I don't think anyone have done a thorough comparison test on that, and it includes both a regular sleep framerate limiter, as well as a busy-wait oriented limiter that might be more stable, at a cost of maxing out a CPU core.
I've had that request once before, and it's already on my to-do list. It will have to wait until I create a dedicated framerate limiter article however, along with an eventual MPRF article as well.
We have higher priorities on our list currently though, so no ETA on either, but both subjects are something I eventually want to cover.