Mindinfinity wrote: ↑24 Feb 2022, 00:03
Hopefully this is not a repeat question...
I have a
120hz G-sync display with Vsync
"ON" and wanted to know which of the following combinations works best for
Single Player games where I prefer mostly higher graphics over FPS:
1) G-Sync + VSync + ULLM
"OFF"
2) G-Sync + VSync + ULLM
"ON"
3) G-Sync + VSync + ULLM
"Ultra"
Also should I use a '
frame limiter' with any of the above options? If so would the setting
"Max Frame Rate" to
"117" in Nvidia Control Panel be sufficient or would I be better off with a 3rd party application?
While it is certainly a repeat question (users ask about what LLM setting to use in combo with G-SYNC all the time), the LLM use-case is relatively simple...
If your GPU usage is maxed most or all of the time in the given game, and the game supports LLM override of the render queue (some don't, and DX12/Vulkan don't at all) it will typically reduce render queue latency (unrelated to G-SYNC operation) by 1 to 1/12 frame whenever the GPU usage is 99%+.
If your GPU usage isn't maxed most or all of the time in the given game, and your system is capable of maintaining you're framerate at your set FPS limit, LLM won't reduce latency further, and is thus entirely option.
Mindinfinity wrote: ↑24 Feb 2022, 00:03
Also should I use a '
frame limiter' with any of the above options? If so would the setting
"Max Frame Rate" to
"117" in Nvidia Control Panel be sufficient or would I be better off with a 3rd party application?
If your framerate can exceed the refresh rate, you must always set a minimum -3 FPS limit to keep G-SYNC in range.
In-game limiters are typically lower latency (usually 1/2 to 1 frame) vs. external limiters such as Max Frame Rate and RTSS, but they also have less steady frametime performance (which isn't directly related to keeping G-SYNC in range).
Use the limiting method you prefer, just ensure it is at least 3 frame below your currently set refresh rate.
Also, if you want more consistency, you can always limit at an even lower average that your system can sustain the majority of the time in the given game. This will also eliminate additional render queue latency, assuming the set limit prevents max GPU usage as well.