Cap FPS internally or externally?
Posted: 23 Mar 2015, 22:23
Which is the better option with G-Sync? Capping FPS in-game (I.e. fps_max) or with an external program like dxtory? Or in the GPU options?
Who you gonna call? The Blur Busters! For Everything Better Than 60Hz™
https://forums.blurbusters.com/
In-game is always the best.dmbr wrote:Which is the better option with G-Sync? Capping FPS in-game (I.e. fps_max) or with an external program like dxtory? Or in the GPU options?
Capping framerate anywhere but in game adds input latency. The further down the pipeline you cap framerate, the more input latency you add.Edmond wrote:Well, no... with gsync it doesnt matter....
You might as well cap it globally with rivatuner statistics server, just cuz its easier
Yep. If you cap in-game the game will wait a little bit and grab newer input then send it off to be rendered. If you cap at the driver level the game will grab input right away then send it off.Sparky wrote:Capping framerate anywhere but in game adds input latency. The further down the pipeline you cap framerate, the more input latency you add.Edmond wrote:Well, no... with gsync it doesnt matter....
You might as well cap it globally with rivatuner statistics server, just cuz its easier
If you cap ingame framerate to 10 fps, surely that adds a great deal of input lag no? (at least as measured as the time between doing something, like moving the mouse, and seeing it occur on screen)Sparky wrote:Edmond wrote: Capping framerate anywhere but in game adds input latency. The further down the pipeline you cap framerate, the more input latency you add.
That makes external capping sound superior?sharknice wrote:Yep. If you cap in-game the game will wait a little bit and grab newer input then send it off to be rendered. If you cap at the driver level the game will grab input right away then send it off.Sparky wrote:Capping framerate anywhere but in game adds input latency. The further down the pipeline you cap framerate, the more input latency you add.Edmond wrote:Well, no... with gsync it doesnt matter....
You might as well cap it globally with rivatuner statistics server, just cuz its easier
Yes and no, depending on what you're measuring. When a frame finishes, it includes all input data older than X milliseconds. When the user makes an input it takes Y milliseconds to see a new frame that incorporates that input.spacediver wrote:If you cap ingame framerate to 10 fps, surely that adds a great deal of input lag no? (at least as measured as the time between doing something, like moving the mouse, and seeing it occur on screen)Sparky wrote:Edmond wrote: Capping framerate anywhere but in game adds input latency. The further down the pipeline you cap framerate, the more input latency you add.