cuaderno wrote: ↑01 Oct 2025, 09:22
Easier to use as it registers the captured numbers quickly and I can reference them all with a single glance. I did use frameview and presentmon a bunch as I've been tracking cs2 input lag changes due to settings and updates for about a year, but I noticed that relative input lag changes between settings (ie., how much latency does MSAA 8x add compared to disabled) was consistently the same between all 3 methods, so now I streamlined my process to just use amd flm.
I don't quite understand what the final FLM value is supposed to represent.
There doesn't seem to be documentation in regards to it.
I'm somewhat repelled by any software AMD provides, as their track record thus far has been abysmal...
To me, it seems like a much less capable PresentMon tool...
ETW-based tooling is king for any kind of serious troubleshooting / performance evaluation attempts on Windows.
cuaderno wrote: ↑01 Oct 2025, 09:22
I did a new capture comparing again chill 300 and fps_max 300 in-game. Same spot on de_inferno. Benchmark map is annoying to use as it autochanges fps_max to 0 (and after a recent update, you can't set a bind to change it again after the map started) and because there are random 200 fps drops when a nade breaks due to scripting that are not reproduceable during games.
1920x1440, msaa 4x, anisotropic filtering 16x, HDR quality, everything else low/disabled. Vsync on, freesync on, Antilag2 enabled in-game and Antilag disabled in adrenaline.
chill 300
...
fps_max 300
...
AMD Adrenaline 25.9.1 (released Aug 25th 2025)
I did not change anything to DxNavi, so I am assuming it is enabled. Never noticed issues with it.
GPUBusy average is 2.3ms, GPUWait idk where to find
Thank you for the wrte-up, interesting data.
Have you tried using RadeonMod or RadeonPro to find registry values which could impact the Chill limiter?
As for DXNavi, I'd say it should be mandatory for any D3D11 game (of which there are 4462, as per
PcGamingWiki) on RDNA GPU's.
You can find more about it in
Calypto's guide
Though, the topic of AMD GPU's is understudied with public data I came across, as barely anyone owns the GPU's and has the knowledge & willingness to do these evaluations.
E.g.: D3D, OGL & VK performance on different Windows versions & driver versions, evaluating DPC/ISR perf & general frame pacing (using different PresentMon/FrameView metrics etc.)
cuaderno wrote: ↑01 Oct 2025, 09:22
It is expected that an external frame limiter would have smoother frames than in-game limiter. At high enough frames, I think the added input latency is very small while the gains in stable frametimes are clearly huge. I tested this in many different ways as sanity checks. Very easy to notice the stuttering due to bad framepacing when getting peaked in cs2.
I'm personally sensitive to any external limiters which add 1 frame of latency (RTSS async) or 2 frames of latency (RTSS front-edge/back-edge), hence I doubt I would be able to use either of the solutions.
NV Limiter 3 ("Max Frame Rate") is seemingly without a penalty from the public data we have and I've found it satisfactory in terms of subjective feel over subpar internal frame limiters such as in CS2.