Re: Blur Buster's G-SYNC 101 Series Discussion
Posted: 06 Mar 2018, 09:01
I think it's more serious than that. Right now, I highly suspect that, at least on nvidia, when you max out the GPU, you will get a rather big latency increase. The reason for that could be many things, including the driver preventing the GPU from reaching full saturation (modern GPUs in general are always kept from reaching full saturation.) So what you end up with is driver-side frame limiting. And we all know that driver-side limiting has a latency penalty.
It would be unlikely that spare thread count will have any effect on this.
Jorim did a quick test of this here:
viewtopic.php?f=5&t=3441&start=110#p26975
Uncapped had a latency penalty of up to 2 frames, with 1.5 frames penalty on average.
My theory is that this is universal. It doesn't depend on the game or free system resources or anything else like that. It only depends on whether or not you've hit maximum allowed load on the GPU. If you reach max allowed load, bam! You get a lag penalty.
This effect can be tested even without special equipment, by making sure your uncapped frame rate is in the sub-30s. You can do that by running games at 5K or so, with graphics settings maxed out. When the game runs at, say 25FPS uncapped, mouse-look is very floaty. Alt+tab to RTSS, enable a 24FPS limit, alt+tab back to the game, and voila: more responsive mouse. You can observe that without special equipment because 1 frame of reduced latency at 24FPS is 42ms, which you can easily detect when the game has mouse look (or a software-rendered mouse cursor, like the main menu of Fallout 4 or Witcher 3 with disabled hardware cursor.) Games with an internal limiter can reduce it up to 2 frames, probably more even (because OW tries harder to have low latency when uncapped anyway), and they actually become quite playable at 24FPS (you get 80-120ms lower latency). These latency time reduction values are so high that you're well outside of placebo effects: it's "mouse is floaty as f" vs "this is actually OK."
I tried several games from time to time using this method, and it seems universal: if you run uncapped and hit max GPU load, you get more lag, and RTSS can reduce it by ~1 frame, an in-game limiter by ~2 frames. What depends on game by game basis isn't whether or not you get reduced latency; it's how much of it you get. If you're trying to be competitive and get every advantage you can possibly get, it stands to reason that you would want to exploit this.
(A while ago I made a suggestion to RTSS to include an option that prevents the GPU from being maxed (by always applying a small blocking operation as if a frame limiter was active just 1FPS below what the current frame's render time was, but unfortunately nothing came of it.)
It would be unlikely that spare thread count will have any effect on this.
Jorim did a quick test of this here:
viewtopic.php?f=5&t=3441&start=110#p26975
Uncapped had a latency penalty of up to 2 frames, with 1.5 frames penalty on average.
My theory is that this is universal. It doesn't depend on the game or free system resources or anything else like that. It only depends on whether or not you've hit maximum allowed load on the GPU. If you reach max allowed load, bam! You get a lag penalty.
This effect can be tested even without special equipment, by making sure your uncapped frame rate is in the sub-30s. You can do that by running games at 5K or so, with graphics settings maxed out. When the game runs at, say 25FPS uncapped, mouse-look is very floaty. Alt+tab to RTSS, enable a 24FPS limit, alt+tab back to the game, and voila: more responsive mouse. You can observe that without special equipment because 1 frame of reduced latency at 24FPS is 42ms, which you can easily detect when the game has mouse look (or a software-rendered mouse cursor, like the main menu of Fallout 4 or Witcher 3 with disabled hardware cursor.) Games with an internal limiter can reduce it up to 2 frames, probably more even (because OW tries harder to have low latency when uncapped anyway), and they actually become quite playable at 24FPS (you get 80-120ms lower latency). These latency time reduction values are so high that you're well outside of placebo effects: it's "mouse is floaty as f" vs "this is actually OK."
I tried several games from time to time using this method, and it seems universal: if you run uncapped and hit max GPU load, you get more lag, and RTSS can reduce it by ~1 frame, an in-game limiter by ~2 frames. What depends on game by game basis isn't whether or not you get reduced latency; it's how much of it you get. If you're trying to be competitive and get every advantage you can possibly get, it stands to reason that you would want to exploit this.
(A while ago I made a suggestion to RTSS to include an option that prevents the GPU from being maxed (by always applying a small blocking operation as if a frame limiter was active just 1FPS below what the current frame's render time was, but unfortunately nothing came of it.)