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Rocket League, weird wave / vertical line [$250 REWARD]

Posted: 20 Aug 2018, 22:07
by SSROCK
Hey everyone, I need help. I'd be in debt to you forever if you help me fix this, it's been happening for YEARS, using my old hardware AND all new parts (x2).

I've ALWAYS experienced this while playing Rocket League, and i'm Champion 3 (getting very competitive, into the e-sport side). I experience a weird type of screen tear while playing, and it's almost constant. It's this weird line that moves from halfway up the screen until the top, and while playing at a fast pace, it's impossible to play well. To the human eye, it's a constant flicker/disorienting.

Having other applications open such as Discord makes it worse, but even when just playing the game it is bad as well. As time goes on it gets worse, although it's still pretty bad after booting the PC/playing. It's never smooth. I don't play any other games, but I tried a shooter and it ran fine.. for some odd reason.

I've tried:
Using DDU in safe mode, and re-installing Nvidia drivers/different driver versions.
Setting all the NVIDIA CP Options to off, with Prefer Maximum Performance/Optimal/Adaptive power.
Turning off Page File.
I BOUGHT ALL NEW COMPUTER PARTS x2
Setting PhysX to CPU/GPU seperately.
Reinstalling Windows 10/7, and re-installing the game multiple times. Using different W10 updates aswell.
Updating my BIOS Drivers.
Setting the Windows Power Options to High Performance.
Setting RocketLeague.exe to run on High Priority, and saved the Priority.
Using HDMI 2.0 240hz, and DisplayPort 1.3/1.2 240hz.
Reinstalling Microsoft VC Redist/DirectX Drivers
Using a different outlet in my house/another power source at a different house
Using uncapped FPS (600+, I wouldn't play with this as Rocket League acts weird with uncapped, but it STILL did the vertical wave.)
Using capped 240FPS/120FPS/60FPS, it happens WORSE using 240FPS, and happens often using 120/60.

Part list:
Asus Strix GTX 1080(also tested with a 1080 Gaming X/1070 Ti)
i7-8700 (also tested with i5-6600k/i5-8600k)
Asus Strix Z370-E (also tested with Asrock Gaming K4 Z170/Asrock Taichi Z370)
Samsung 970 EVO (also tested with this same SSD but 1TB/Ultra II SSD 480GB)
BenQ XL2540 (also tested on 144hz Acer 1440p Predator G-Sync/AW2518H 240HZ Alienware Monitor)
32GB Corsair RGB Pro RAM (using 2133 as using XMP made Rocket League worse)
(also tested with 16GB of other RAM)
Corsair - RMx 650W 80+ Gold Certified Fully-Modular ATX (also tested with Seasonic FOCUS Plus Series SSR-750PX 750W 80+ Platinum ATX12V)
DisplayPort 1.2

I need to be able to play at 250 FPS, with no V-Sync/G-Sync (it happened with G-Sync aswell). All the pros/high tier players don't lag at all/experience what I am going through and I just don't understand it. They don't use any Sync and have 250FPS running completely smoothly.. My last PC was a DIRECT COPY, SETTINGS, WINDOWS, EVERYTHING, of a professional player, and mine experienced this.

Video of it happening, using slow-mo on iPhone.
First Video - You can see how it appears, then goes away for a few seconds as i'm hitting ball cam, and it re-appears: https://youtu.be/q0Zw1QqvwAY

Second Video: I'm pressing ball cam rapidly, and you can see exactly how the line moves. And it still dis-appears for a few seconds, then it's back: https://youtu.be/9c_nrKbktdA

My videos were at x4 Slow-mo, and this awesome person took a video (240hz, 250FPS, no Sync, at x8 Slow-mo (way slower than mine) and look how fast his "tearing" moves, while his is at x8 and mine is at x4. He told me to also note that "my tearing doesn't move vertically" https://youtu.be/9Z3aUb-0RJM

Thank you so much in advance, I appreciate any and all suggestions! As i've been experiencing this for YEARS, and I want to go professional in this game, I will be paying for the fix to this obscure issue, in PayPal, $250.

Re: Rocket League, weird wave / vertical line [$250 REWARD]

Posted: 20 Aug 2018, 22:56
by RealNC
Enable an FPS indicator and then tells us what FPS you get.

Re: Rocket League, weird wave / vertical line [$250 REWARD]

Posted: 21 Aug 2018, 00:55
by SSROCK
RealNC wrote:Enable an FPS indicator and then tells us what FPS you get.
Thanks for the reply, I get 250 when capped in Rocket League, and 750-800 when uncapped.

Using uncapped is very buggy and not supported, all pros/competitive players use capped 250. Happens worse on 250, and is still noticeable on 750-800.

Re: Rocket League, weird wave / vertical line [$250 REWARD]

Posted: 21 Aug 2018, 08:38
by RealNC
Can you take a video with the FPS indicator on the screen that shows the problem?

What you got looks to me like a 240FPS cap on a 240Hz screen. This usually results in a slow crawling tearline rather than random, chaotic tearing (which I assume is what you expected to get, rather than the slow upwards crawl.)

Re: Rocket League, weird wave / vertical line [$250 REWARD]

Posted: 21 Aug 2018, 13:05
by Falkentyne
SSROCK wrote:Hey everyone, I need help. I'd be in debt to you forever if you help me fix this, it's been happening for YEARS, using my old hardware AND all new parts (x2).

I've ALWAYS experienced this while playing Rocket League, and i'm Champion 3 (getting very competitive, into the e-sport side). I experience a weird type of screen tear while playing, and it's almost constant. It's this weird line that moves from halfway up the screen until the top, and while playing at a fast pace, it's impossible to play well. To the human eye, it's a constant flicker/disorienting.

Having other applications open such as Discord makes it worse, but even when just playing the game it is bad as well. As time goes on it gets worse, although it's still pretty bad after booting the PC/playing. It's never smooth. I don't play any other games, but I tried a shooter and it ran fine.. for some odd reason.

I've tried:
Using DDU in safe mode, and re-installing Nvidia drivers/different driver versions.
Setting all the NVIDIA CP Options to off, with Prefer Maximum Performance/Optimal/Adaptive power.
Turning off Page File.
I BOUGHT ALL NEW COMPUTER PARTS x2
Setting PhysX to CPU/GPU seperately.
Reinstalling Windows 10/7, and re-installing the game multiple times. Using different W10 updates aswell.
Updating my BIOS Drivers.
Setting the Windows Power Options to High Performance.
Setting RocketLeague.exe to run on High Priority, and saved the Priority.
Using HDMI 2.0 240hz, and DisplayPort 1.3/1.2 240hz.
Reinstalling Microsoft VC Redist/DirectX Drivers
Using a different outlet in my house/another power source at a different house
Using uncapped FPS (600+, I wouldn't play with this as Rocket League acts weird with uncapped, but it STILL did the vertical wave.)
Using capped 240FPS/120FPS/60FPS, it happens WORSE using 240FPS, and happens often using 120/60.

Part list:
Asus Strix GTX 1080(also tested with a 1080 Gaming X/1070 Ti)
i7-8700 (also tested with i5-6600k/i5-8600k)
Asus Strix Z370-E (also tested with Asrock Gaming K4 Z170/Asrock Taichi Z370)
Samsung 970 EVO (also tested with this same SSD but 1TB/Ultra II SSD 480GB)
BenQ XL2540 (also tested on 144hz Acer 1440p Predator G-Sync/AW2518H 240HZ Alienware Monitor)
32GB Corsair RGB Pro RAM (using 2133 as using XMP made Rocket League worse)
(also tested with 16GB of other RAM)
Corsair - RMx 650W 80+ Gold Certified Fully-Modular ATX (also tested with Seasonic FOCUS Plus Series SSR-750PX 750W 80+ Platinum ATX12V)
DisplayPort 1.2

I need to be able to play at 250 FPS, with no V-Sync/G-Sync (it happened with G-Sync aswell). All the pros/high tier players don't lag at all/experience what I am going through and I just don't understand it. They don't use any Sync and have 250FPS running completely smoothly.. My last PC was a DIRECT COPY, SETTINGS, WINDOWS, EVERYTHING, of a professional player, and mine experienced this.

Video of it happening, using slow-mo on iPhone.
First Video - You can see how it appears, then goes away for a few seconds as i'm hitting ball cam, and it re-appears: https://youtu.be/q0Zw1QqvwAY

Second Video: I'm pressing ball cam rapidly, and you can see exactly how the line moves. And it still dis-appears for a few seconds, then it's back: https://youtu.be/9c_nrKbktdA

My videos were at x4 Slow-mo, and this awesome person took a video (240hz, 250FPS, no Sync, at x8 Slow-mo (way slower than mine) and look how fast his "tearing" moves, while his is at x8 and mine is at x4. He told me to also note that "my tearing doesn't move vertically"

Thank you so much in advance, I appreciate any and all suggestions! As i've been experiencing this for YEARS, and I want to go professional in this game, I will be paying for the fix to this obscure issue, in PayPal, $250.
Hello,Your problem is that you are trying to cap the framerate without using vsync.
Due to how monitors work, they scan from top to bottom, so when a frame is sent to the framebuffer, with vsync on, the sync signal is halted until the entire frame is scanned out. This is what causes the frames to look nice and smooth, *IF* you are getting FPS=refresh rate. However vsync also causes input lag equal to about 1 frame of the refresh rate interval itself, e.g. 60hz = 16.7ms, 120hz=8.3ms, 144hz=6.9ms, 250hz=4ms.

Some people can feel this amount of input lag, and it bothers them, so they usually just turn off vsync. However at higher refresh rates, something like 4ms of input lag should not affect anyone at all, and having a smooth image can be worth it.

Usually, when you cannot maintain FPS=refresh rate when vsync is on, either from having a slower video card or a slow CPU that can't process the data fast enough, the framerate will drop equal to the refresh rate divided by "N", where N=2, 3, 4, etc (e.g. 100hz= 100 fps, 50 fps, 33 fps, 25 fps, etc), until the framerate can be maintained. This "/N" problem always caused problems for people, so they usually tried to enforce 'Triple buffering' which would use three buffers instead of 2, to prevent this from occurring with vsync on, thus allowing the FPS to remain at the "true" raw output level, but triplebuffering was also said to add some input lag as well.

Nvidia's fast sync setting is nothing more than the good old "Vsync" + Triple buffering, just done at the driver level, to prevent this type of divided FPS drop.

However what people tried to do was, trying to avoid input lag completely while not dealing with the massive tearing that would happen with vsync off and uncapped framerates. So some people would simply try to turn off vsync and then artificially cap the framerate at the refresh rate being used, trying to get the best of both worlds. 120fps=120hz, but vsync off, no tearing, right?

Unfortunately, you can't have your cake and eat it too.

While yes, you DO NOT get the input lag associated with vsync, the vertical retrace line (or rather the horizontal line moving vertically :P)is something you *WILL* get, due to timing differences down to the processing level. Timing is never going to be perfect when dealing with oscillating values like hz, so no matter what, when you are capping your framerate manually, you are going to have to deal with this issue. There is no easy way around this.

For older games, where the FPS can go very high, this becomes more of a problem, especially when the games were originally not designed to run at such high framerates. The oldest example i can think of is the old MS DOS engine game "Daggerfall" and "Battlespire", where the movement physics of the keyboard/mouse movement would get horribly skewed causing you to move DIAGONALLY when moving forwards when going higher than 60 FPS. That's an extreme example. The game Ultima Underworld was affected this way also (back when getting 30 FPS was considered the holy grail....)

You even saw this in newer 3d accelerated games like Unreal and Unreal Tournament. Although usually the movement would be "okay", you would see strange things happening with some objects (like water animations going far too fast) and other bizarre things.

The Quake games were another example like this, with the tick rate in the Quake engine, getting 125 FPS would allow you to "speed jump" the fastest.

That's not even getting into what exactly IS the refresh rate measurement itself.
While you see things like "120hz" or "240hz" or "144hz", these numbers are NEVER perfectly exact numbers. Not to mention the horizonal and pixel clocks never being truly exact values, e.g. 187.125 khz (rather than 187 khz) and 389.22 mhz rather than 389 mhz, Chief will have to chime in even more but I am not even certain that "120hz" isn't something like "120.003 hz" Where even that mililsecond timing difference can be enough to throw off the retrace signal. But you see what I'm getting at here. This is all the result of using imperfect electronics, operating at very high cycles, and the exact reason why Vsync even exists to begin withm.


Anyway, about your vertical retrace issue:

This is where GSYNC comes in.

Gsync allows you to gain ALL the benefits of VSYNC ON, without the INPUT LAG of vsync on, AND Without the screen tearing of vsync off! So you no longer have to worry about these retrace lines you have. That way when the FPS drops below the refresh rate, you keep the same smooth image, without any problems like jittering, stuttering or retracelines. That's because the refresh rate of the monitor is adjusted on the fly, every cycle, to keep up with the frame data. But once you exceed the gsync limit, then vsync has to either come back on (giving you some input lag if its at 120 hz/120 fps, or 144hz/144 fps), or vsync has to be off (i assume you can also enable fast sync also). The fix for this issue is to cap the framerate to 1 below the max gsync refresh rate manually, so that gsync always remains active.

Unfortunately, I do not think there are ANY gsync monitors that can run gsync at 240 hz. If there are, then that might be your best option. I was always under the impression that gsync itself was limited to 165hz, but I haven't really been keeping up with brand new monitors.

Without a gsync monitor, I know there have been cases where people ENABLED vsync and managed to cap the framerate at 1 or 2 fps below the refresh rate, which "reduced" the vsync lag, but you still are getting the problem where the frame will be desynchronized and thus you will still get stuttering. I think you're simply asking for the benefits of gsync, the smoothness of vsync and the no input lag of no vsync, all at the same time. I believe there were programs and tweaks people were able to do before we had gsync monitors (e.g. a 119 FPS cap without the retrace line or the stutter frames) but Chief would have to fill in more on that.

Hope this helps you a little.

Re: Rocket League, weird wave / vertical line [$250 REWARD]

Posted: 22 Aug 2018, 01:49
by SSROCK
RealNC wrote:Can you take a video with the FPS indicator on the screen that shows the problem?

What you got looks to me like a 240FPS cap on a 240Hz screen. This usually results in a slow crawling tearline rather than random, chaotic tearing (which I assume is what you expected to get, rather than the slow upwards crawl.)
240 FPS is the slow crawling, and the random chaotic tearing was 250FPS.

I expected to get virtually zero tearing on a 240hz monitor, with above 240FPS.

https://youtu.be/9Z3aUb-0RJM is the slowed down by x8 slow-mo video, 240hz, no sync, and 250FPS. This video was taken by a friend of mine, we have virtually the same hardware and my video (taken at x4 slow-mo video, no sync, and 250FPS) the tearing is a lot slower and far more noticeable. Why is that? Look at the speed his tearing happens, and that is at x8 slow-mo. Mine is a lot slower.

Any suggestions based on what i've tried, that it could be?

Re: Rocket League, weird wave / vertical line [$250 REWARD]

Posted: 22 Aug 2018, 01:53
by SSROCK
Falkentyne wrote:
SSROCK wrote:Hey everyone, I need help. I'd be in debt to you forever if you help me fix this, it's been happening for YEARS, using my old hardware AND all new parts (x2).

I've ALWAYS experienced this while playing Rocket League, and i'm Champion 3 (getting very competitive, into the e-sport side). I experience a weird type of screen tear while playing, and it's almost constant. It's this weird line that moves from halfway up the screen until the top, and while playing at a fast pace, it's impossible to play well. To the human eye, it's a constant flicker/disorienting.

Having other applications open such as Discord makes it worse, but even when just playing the game it is bad as well. As time goes on it gets worse, although it's still pretty bad after booting the PC/playing. It's never smooth. I don't play any other games, but I tried a shooter and it ran fine.. for some odd reason.

I've tried:
Using DDU in safe mode, and re-installing Nvidia drivers/different driver versions.
Setting all the NVIDIA CP Options to off, with Prefer Maximum Performance/Optimal/Adaptive power.
Turning off Page File.
I BOUGHT ALL NEW COMPUTER PARTS x2
Setting PhysX to CPU/GPU seperately.
Reinstalling Windows 10/7, and re-installing the game multiple times. Using different W10 updates aswell.
Updating my BIOS Drivers.
Setting the Windows Power Options to High Performance.
Setting RocketLeague.exe to run on High Priority, and saved the Priority.
Using HDMI 2.0 240hz, and DisplayPort 1.3/1.2 240hz.
Reinstalling Microsoft VC Redist/DirectX Drivers
Using a different outlet in my house/another power source at a different house
Using uncapped FPS (600+, I wouldn't play with this as Rocket League acts weird with uncapped, but it STILL did the vertical wave.)
Using capped 240FPS/120FPS/60FPS, it happens WORSE using 240FPS, and happens often using 120/60.

Part list:
Asus Strix GTX 1080(also tested with a 1080 Gaming X/1070 Ti)
i7-8700 (also tested with i5-6600k/i5-8600k)
Asus Strix Z370-E (also tested with Asrock Gaming K4 Z170/Asrock Taichi Z370)
Samsung 970 EVO (also tested with this same SSD but 1TB/Ultra II SSD 480GB)
BenQ XL2540 (also tested on 144hz Acer 1440p Predator G-Sync/AW2518H 240HZ Alienware Monitor)
32GB Corsair RGB Pro RAM (using 2133 as using XMP made Rocket League worse)
(also tested with 16GB of other RAM)
Corsair - RMx 650W 80+ Gold Certified Fully-Modular ATX (also tested with Seasonic FOCUS Plus Series SSR-750PX 750W 80+ Platinum ATX12V)
DisplayPort 1.2

I need to be able to play at 250 FPS, with no V-Sync/G-Sync (it happened with G-Sync aswell). All the pros/high tier players don't lag at all/experience what I am going through and I just don't understand it. They don't use any Sync and have 250FPS running completely smoothly.. My last PC was a DIRECT COPY, SETTINGS, WINDOWS, EVERYTHING, of a professional player, and mine experienced this.

Video of it happening, using slow-mo on iPhone.
First Video - You can see how it appears, then goes away for a few seconds as i'm hitting ball cam, and it re-appears: https://youtu.be/q0Zw1QqvwAY

Second Video: I'm pressing ball cam rapidly, and you can see exactly how the line moves. And it still dis-appears for a few seconds, then it's back: https://youtu.be/9c_nrKbktdA

My videos were at x4 Slow-mo, and this awesome person took a video (240hz, 250FPS, no Sync, at x8 Slow-mo (way slower than mine) and look how fast his "tearing" moves, while his is at x8 and mine is at x4. He told me to also note that "my tearing doesn't move vertically"

Thank you so much in advance, I appreciate any and all suggestions! As i've been experiencing this for YEARS, and I want to go professional in this game, I will be paying for the fix to this obscure issue, in PayPal, $250.
Hello,Your problem is that you are trying to cap the framerate without using vsync.
Due to how monitors work, they scan from top to bottom, so when a frame is sent to the framebuffer, with vsync on, the sync signal is halted until the entire frame is scanned out. This is what causes the frames to look nice and smooth, *IF* you are getting FPS=refresh rate. However vsync also causes input lag equal to about 1 frame of the refresh rate interval itself, e.g. 60hz = 16.7ms, 120hz=8.3ms, 144hz=6.9ms, 250hz=4ms.

Some people can feel this amount of input lag, and it bothers them, so they usually just turn off vsync. However at higher refresh rates, something like 4ms of input lag should not affect anyone at all, and having a smooth image can be worth it.

Usually, when you cannot maintain FPS=refresh rate when vsync is on, either from having a slower video card or a slow CPU that can't process the data fast enough, the framerate will drop equal to the refresh rate divided by "N", where N=2, 3, 4, etc (e.g. 100hz= 100 fps, 50 fps, 33 fps, 25 fps, etc), until the framerate can be maintained. This "/N" problem always caused problems for people, so they usually tried to enforce 'Triple buffering' which would use three buffers instead of 2, to prevent this from occurring with vsync on, thus allowing the FPS to remain at the "true" raw output level, but triplebuffering was also said to add some input lag as well.

Nvidia's fast sync setting is nothing more than the good old "Vsync" + Triple buffering, just done at the driver level, to prevent this type of divided FPS drop.

However what people tried to do was, trying to avoid input lag completely while not dealing with the massive tearing that would happen with vsync off and uncapped framerates. So some people would simply try to turn off vsync and then artificially cap the framerate at the refresh rate being used, trying to get the best of both worlds. 120fps=120hz, but vsync off, no tearing, right?

Unfortunately, you can't have your cake and eat it too.

While yes, you DO NOT get the input lag associated with vsync, the vertical retrace line (or rather the horizontal line moving vertically :P)is something you *WILL* get, due to timing differences down to the processing level. Timing is never going to be perfect when dealing with oscillating values like hz, so no matter what, when you are capping your framerate manually, you are going to have to deal with this issue. There is no easy way around this.

For older games, where the FPS can go very high, this becomes more of a problem, especially when the games were originally not designed to run at such high framerates. The oldest example i can think of is the old MS DOS engine game "Daggerfall" and "Battlespire", where the movement physics of the keyboard/mouse movement would get horribly skewed causing you to move DIAGONALLY when moving forwards when going higher than 60 FPS. That's an extreme example. The game Ultima Underworld was affected this way also (back when getting 30 FPS was considered the holy grail....)

You even saw this in newer 3d accelerated games like Unreal and Unreal Tournament. Although usually the movement would be "okay", you would see strange things happening with some objects (like water animations going far too fast) and other bizarre things.

The Quake games were another example like this, with the tick rate in the Quake engine, getting 125 FPS would allow you to "speed jump" the fastest.

That's not even getting into what exactly IS the refresh rate measurement itself.
While you see things like "120hz" or "240hz" or "144hz", these numbers are NEVER perfectly exact numbers. Not to mention the horizonal and pixel clocks never being truly exact values, e.g. 187.125 khz (rather than 187 khz) and 389.22 mhz rather than 389 mhz, Chief will have to chime in even more but I am not even certain that "120hz" isn't something like "120.003 hz" Where even that mililsecond timing difference can be enough to throw off the retrace signal. But you see what I'm getting at here. This is all the result of using imperfect electronics, operating at very high cycles, and the exact reason why Vsync even exists to begin withm.


Anyway, about your vertical retrace issue:

This is where GSYNC comes in.

Gsync allows you to gain ALL the benefits of VSYNC ON, without the INPUT LAG of vsync on, AND Without the screen tearing of vsync off! So you no longer have to worry about these retrace lines you have. That way when the FPS drops below the refresh rate, you keep the same smooth image, without any problems like jittering, stuttering or retracelines. That's because the refresh rate of the monitor is adjusted on the fly, every cycle, to keep up with the frame data. But once you exceed the gsync limit, then vsync has to either come back on (giving you some input lag if its at 120 hz/120 fps, or 144hz/144 fps), or vsync has to be off (i assume you can also enable fast sync also). The fix for this issue is to cap the framerate to 1 below the max gsync refresh rate manually, so that gsync always remains active.

Unfortunately, I do not think there are ANY gsync monitors that can run gsync at 240 hz. If there are, then that might be your best option. I was always under the impression that gsync itself was limited to 165hz, but I haven't really been keeping up with brand new monitors.

Without a gsync monitor, I know there have been cases where people ENABLED vsync and managed to cap the framerate at 1 or 2 fps below the refresh rate, which "reduced" the vsync lag, but you still are getting the problem where the frame will be desynchronized and thus you will still get stuttering. I think you're simply asking for the benefits of gsync, the smoothness of vsync and the no input lag of no vsync, all at the same time. I believe there were programs and tweaks people were able to do before we had gsync monitors (e.g. a 119 FPS cap without the retrace line or the stutter frames) but Chief would have to fill in more on that.

Hope this helps you a little.
Wow, what an insanely detailed and perfectly worded post. Your response will help a large amount of people in the future, I greatly appreciated it.

What's weird is, it still happens using G-Sync, and rarely using V-Sync. G-Sync it's still very noticeable, not as much as no sync, but it's there. I have tried a 144hz 1440p G-Sync, and a 1080p 240hz G-Sync, and it happens on both, infact it's worse on the 144hz.

My main point is - This video was taken by a friend of mine: https://youtu.be/9Z3aUb-0RJM the video is slowed down by x8 slow-mo video, 240hz, no sync, and 250FPS. , We have virtually the same hardware and my video (taken at x4 slow-mo video, no sync, and 250FPS) the tearing is a lot slower and far more noticeable. Why is that? Look at the speed his tearing happens, and that is at x8 slow-mo. Mine is a lot slower using X4 Slow-mo.

Why, when we have virtually the same hardware, would this be happening to me, across multiple PC's?

Re: Rocket League, weird wave / vertical line [$250 REWARD]

Posted: 22 Aug 2018, 01:56
by SSROCK
A post from my friend describing the issue:

"The problem is his tearing doesn't move vertically. Most pro's don't use syncing tech due to input lag. The fact that they can / don't perceive tearing as much is that the horizontal tear moves over the screen vertically because the GPU's rendering speed is not too close to a multiple of the monitor's scan rate. Normally when a player has a 250 fps lock with a 240 hz screen what happens is that the next screen the vertical tear is displaced vertically because of the offset of 250/240 = 1.04. For some reason he has a very persistent issue with his GPU and monitor refresh rate. Something with the cycling is off. In march we had a very funny issue because of mains properties and this is a perfect example of how mains properties affect hardware. What is possible is that either his local mains is corrupt or his hardware is not specced for the mains he uses, provided he's not using an adapter. If it's not this then this is going to become a very complex problem, I fear."

Re: Rocket League, weird wave / vertical line [$250 REWARD]

Posted: 22 Aug 2018, 07:53
by RealNC
SSROCK wrote:
What you got looks to me like a 240FPS cap on a 240Hz screen. This usually results in a slow crawling tearline rather than random, chaotic tearing (which I assume is what you expected to get, rather than the slow upwards crawl.)
240 FPS is the slow crawling, and the random chaotic tearing was 250FPS.
That is perfectly normal then.
I expected to get virtually zero tearing on a 240hz monitor, with above 240FPS.
That isn't possible without some form of synchronization. Just because the refresh is 240Hz doesn't mean tearing will not be ocuring anymore. If the GPU's output and the display are not in sync, you get tearing. In order to make tearing unnoticeable purely through a very high frame rate, you need to be approaching 1000FPS (or more.) So it's not practical.

If you don't want tearing, you need to have the game's output and the display synchronized in some way. This can be done either through a vsync method (like plain vsync, adaptive sync, or fast sync,) or though VRR (g-sync or freesync.)

With g-sync, you need to have vsync set to "on" in the nvidia panel, and then cap your FPS to 3FPS below refresh rate in order to stay within g-sync range.

With vsync, you can use the guide I wrote a while back in order to reduce input lag as much as possible:

https://forums.guru3d.com/threads/the-t ... st-5380262

G-Sync does NOT add any input lag worth mentioning on a 240Hz monitor.

Here's my PayPal :mrgreen:

Re: Rocket League, weird wave / vertical line [$250 REWARD]

Posted: 22 Aug 2018, 10:55
by Falkentyne
I helped too :(