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Question about -0.007 than refresh technique on borderless

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Re: Question about -0.007 than refresh technique on borderle

Postby RealNC » 09 Jun 2018, 14:02

flaviowolff wrote:Also, considering a scenario in which the system can keep the FPS matching the refresh rate constantly (regular no-VRR monitor), why would the low lag vsync technique be better than a simple refresh rate cap?

Can you elaborate what a "simple refresh rate cap" is?
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Re: Question about -0.007 than refresh technique on borderle

Postby flaviowolff » 09 Jun 2018, 14:19

RealNC wrote:
flaviowolff wrote:Also, considering a scenario in which the system can keep the FPS matching the refresh rate constantly (regular no-VRR monitor), why would the low lag vsync technique be better than a simple refresh rate cap?

Can you elaborate what a "simple refresh rate cap" is?


i was assuming in game fps cap or exact frame rate cap via rtss, since -0.007/0.01 doesnt benefit with vsync off or does it?

considering a game which runs exactly at 144fps (144hz monitor without vrr) everytime, for fluidity would -0.007/0.01 vsync with Pre-rendered frames 1 be better than fps capping?
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Re: Question about -0.007 than refresh technique on borderle

Postby RealNC » 09 Jun 2018, 15:16

flaviowolff wrote:considering a game which runs exactly at 144fps (144hz monitor) everytime, for fluidity would -0.007/0.01 vsync with Pre-rendered frames 1 be better than fps capping?

Without vsync you get tearing, regardless of what frame rate you cap to. The only way to prevent tearing is to synchronize the game's frames with the monitor's refresh interval.

As an analogy: just because you walk along another person at exactly the same speed doesn't mean your footsteps are synced with each other. There's a mismatch. In our case, that mismatch is what creates tearing. Vsync, fast sync and VRR ensure that there's no mismatch between the "steps" the game makes and the ones the monitor makes.

Now, without VRR, that syncing of "steps" creates input lag if the game "walks" too fast compared to the monitor. By capping to 0.01FPS below Hz, we ensure that the game will never try to walk faster and overtake the monitor. Thus, input lag is kept at a minimum.

Now, with that being said, the latest beta of RTSS has a new frame limiter mode that can cap the game at exactly the same rate the monitor expects without the need for vsync. But it doesn't work well with most games. It only works with games that produce extremely low GPU load (meaning very old games.) CS:GO set to minimum graphics setting works quite OK with that. You need to edit configuration files to enable that mode. However, with CS:GO, there's no point in this anyway. Unless you have a 144Hz (or higher) monitor with g-sync or freesync, you should always prefer vsync off with uncapped FPS (or a very high cap, like 200) in that game.
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Re: Question about -0.007 than refresh technique on borderle

Postby flaviowolff » 09 Jun 2018, 15:59

Good explanation.

Thanks once again
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Re: Question about -0.007 than refresh technique on borderle

Postby Chief Blur Buster » 10 Jun 2018, 00:36

RealNC wrote:You have a freesync monitor? Then you don't need to bother with any of that -0.01 or -0.007 stuff. This is only useful only if you're not using VRR (e.g. have a non-VRR display, or if you need to use strobe mode instead). (VRR means "Variable Refresh Rate", and FreeSync and G-Sync are VRR implementations, made for AMD and NVidia GPUs respectively.)

Fixed it for you.

VSYNC ON makes ULMB look more beautiful (but laggier).

The Low Lag VSYNC ON solution is a good fix for the amplified "ULMB jitters" or "ULMB microstutters" -- the amplified stutter visibility that blur reduction brings. Unfortunately that requires turning VRR off.
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