MarshallHurtado wrote: ↑28 Mar 2020, 15:04
Here's my current predicament: I scratched my Dell S2716DG (1440p 144Hz G-Sync) panel last night...
Ouch!
MarshallHurtado wrote: ↑28 Mar 2020, 15:04
My current GPU is a GTX 1080, which works perfectly with G-Sync, but I was reading a bit about how LFC works best/only with AMD GPUs?
Perfect LFC is indistinguishable from perfect non-LFC. LFC looks bad only when the new refresh cycles collides with a monitor-busy-still-refreshing. That's how LFC stutters occur. So LFC behaves flawless for perfect framepacing, while LFC adds stutter if the frame pacing is imperfect.
In some cases, LFC can look better than non-LFC for consistent-framerate situations (e.g. watching a movie with VRR-compatible video player). This is because you're avoiding the flickering caused by low-Hz LCD deay and/or low-frequency inversion artifact flickering, by instead running at a higher Hz. However, the lack of variable overdrive built into cheaper FreeSync panels, can make motion look worse at some framerates than others. If you get FreeSync, get the most premium kind of FreeSync you can afford, and preferably one that is also NVIDIA certified too (G-SYNC Certified). Those are better quality VRR.
MarshallHurtado wrote: ↑28 Mar 2020, 15:04
Also, I REALLY like how my G-Sync range starts at 30Hz, as I play Red Dead Redemption (and a few other) games locked to 30fps on PC, but I've read how most FreeSync ranges seem to start at like 40Hz+, would this mean my games locked to 30fps won't benefit from FreeSync?
If you have perfect framepacing (like a movie), 30fps looks perfect as if it had native Hz. LFC vs nonLFC can look identical in an ideal situation.
And sometimes LFC is occasionally superior looking on some models, when it can manage to avoid those slowly-scrolling chess board texture appearing in solid colors (inversion artifact in solid backgrounds during slow turns / horizontal panning / scrolling) and/or flickering effects. But it can be much worse. It all depends on the variables.
However, if you let your framerate vary a bit, the new frames might start colliding with those predictively-timed repeat-refresh-cycles (causing the frame to wait for the monitor) -- creating stutter.
LFC simply tries to predict a repeat-refresh to occur between two frames. And as you see in high speed video of LCD refreshing,
www.blurbusters.com/scanout -- it takes 1/240sec to refresh all pixels (in a top-to-bottom fadesweep) = a monitor busy for 4.2 milliseconds refreshing a single 240Hz refresh cycle. This will remain constant a lower refresh rates on a VRR monitor, so even at 50 frames per second, the monitor still only needs 1/240sec to refresh.
LFC algorithms are very reliable with steady low frame rates, because it's easy to predict a repeat-refresh right in between. A repeat-refresh in an ideal situation is a no-operation (you see no visible effect on the screen because an image is being replaced by a duplicate image, so you can't tell LFC from non-LFC)
But LFC fails when frametimes vary a lot, so sometimes the repeat refresh starts, then the game finishes rendering a frame, and then suddenly the game is waiting for the monitor to finish repeat-refreshing (an old frame) before it can display the new frame. Thus, stutter. The good news is that this becomes less at higher Hz.
The LFC collision window is always max-Hz. (A frame-finish-rendering being forced to wait for a monitor-still-busy-repeat-refreshing). So the higher the VRR Hz, the smaller the LFC collision window is. On a 48Hz-240Hz VRR monitor, the LFC frame-vs-rerefresh collision window creates a maximum of 4.2ms (1/240sec) stutter in the worst-case scenario. The average LFC collision will be the halfpoint of that since the stutter error will be between [0...4.2ms]. Now if you got a lower maximum Hz such as 144Hz, your LFC collision window would be 6.9ms (1/144sec), so LFC stutters are worse on a 144Hz monitor than 240Hz monitor. So, if you're so worried about LFC stutter, make sure your max-Hz is higher to compensate.
Now if you buy that new 360 Hz monitor (future model, not sure of VRR range), and if it uses LFC algorithms (both NVIDIA and AMD use similar algorithms now), stutters from LFC algorithms on 360Hz will be at most, a 2.8ms stutter (2.8 pixel stutterjump at 1000 pixels/sec motion) at worst case, but a random number between [0...2.9ms] would be only 1.4ms stutter average (1.4 pixel stutterjump at 1000 pixesls/sec motion). At this point, without a strobe backlight, this begins to become hidden in low-framerate stutter, since 48fps at 1000 pixels/sec creates (1000/48) = 20.8333 pixels of motion blurring, or 20.8333 pixels of objectjump.
So with a HUMONGOUS variable refresh rate range, e.g. 48...360, then the LFC stutters completely fall into the noisefloor of low-framerate stutter! Y'know (with proper drivers & proper LFC algorithm) even 1.4ms stutter error being completely lost in 20.8 pixel stutter at 48 frames per second. Big whooooop-deeee-do. The virtue of a massive VRR range works in the favour of LFC!
To play it safe, please stick to high-rated VRR. There are artifacts of cheap uncertified VRR (generic adaptive sync with no AMD or NVIDIA certifications) that can look worse than LFC artifacts.
TL;DR:
- LFC doesn't add any stutter if you have consistent low framerate (like a perfect 30fps movie)
- LFC can worsen stutter for volatile low framerates (frametimes varying frequently across refreshtime of min-Hz).
- LFC stutter error is directly proportional to max-Hz
- LFC stutter error (in milliseconds) averages out to equalling half the duration of a max-Hz (e.g. 2.1ms for 240Hz).
- Thusly, LFC becomes unnoticeable with wide VRR ranges like "48Hz-360Hz" instead of "48Hz-120Hz".
- Thusly, if worried about LFC stutter
.....Framepace your low framerates well to help LFC work better
.....And get the biggest VRR range you can afford
- Premium VRR (G-SYNC certification and higher-end FreeSync) is worth it for other reasons than LFC too, but depends on goals.