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You can essentially do this by limiting the power usageGood, but what I really want is a "max GPU utilization" feature in the driver.
So where does the "fast sync" option fit in, compared to a framerate limiter?VRR isn't just about frame tearing...
The best attribute is the smoothness feel
The second best attribute is not having to buy the absolute newest hardware to pin your FPS to cap and it still feeling perfectly smooth in game when your FPS dip down to the 40s and 50s on occassion.
Third best attribute is eliminating screen tear.
but I like the idea of this driver fps cap, absent vsync, to save a couple frames of frame buffer that V-sync requires. This is good to eliminate that wee bit of mouse delay/lag that vsync introduces.
You can essentially do this by limiting the power usage
The main use of the framerate limiter, will be for framerates under the monitor's refresh rate. As Nvidia already has a "fast" sync mode, which allows the GPU to run full blast and simply drop frames which exceed the output refresh rate. EssentVRR isn't just about frame tearing...
The best attribute is the smoothness feel
The second best attribute is not having to buy the absolute newest hardware to pin your FPS to cap and it still feeling perfectly smooth in game when your FPS dip down to the 40s and 50s on occassion.
Third best attribute is eliminating screen tear.
but I like the idea of this driver fps cap, absent vsync, to save a couple frames of frame buffer that V-sync requires. This is good to eliminate that wee bit of mouse delay/lag that vsync introduces.
can you explain what you mean?Not at all a reliable way to accomplish the end goal of keeping GPU utilization 95% or below to prevent the frame-buffer input lag from increasing.
Thats not how fast sync works. I use fast sync as short of frame capping it is the best solution, and we didnt have a reliable frame capping experience for nvidia before (IMO) but its still not as good as frame capping for gsync. Fast Sync adds more frame buffer lag than just gsync alone.The main use of the framerate limiter, will be for framerates under the monitor's refresh rate. As Nvidia already has a "fast" sync mode, which allows the GPU to run full blast and simply drop frames which exceed the output refresh rate. Essent
can you explain what you mean?
Frame rate limiting does NOT eliminate tearing. You can still get tearing when frames are drawn that are not in sync with the monitor's sync rate.
Isn't the whole point of this feature, that it be combined with a VRR monitor, and thus keep frames within the VRR range of your monitor sync rate?
So with frame rate limiting and VRR, how do you get frames not in sync range of your monitor???
Easy, trying to push a game through a video card that will all features enabled can't meet the minimum refresh rate of the VRR monitor in question. Short of that... you'll be fine.
instead of syncing frames it just limits them to what you set it at.NVIDIA Control Panel just came to mind and I don't see where anyone mentioned it yet (I read most but not all comments thus far) ? How is FPS capping different from say ... Fast , Adaptive or Full in NCP ?
instead of syncing frames it just limits them to what you set it at.
no thats GOGah, so it's to allow today's much, much faster PC's to run games released way back ....
no thats GOG .
The main use of the framerate limiter, will be for framerates under the monitor's refresh rate. As Nvidia already has a "fast" sync mode, which allows the GPU to run full blast and simply drop frames which exceed the output refresh rate. Essent
can you explain what you mean?
This reminds me, I actually need a hair dryer. Whats a good one?I do some form of that now by having a "1GHz" profile in afterburner I use for low-demand games (I have a blower-1080ti, I'd prefer the hairdryer is not on when not really needed).
Might be cool to have something more integrated, but this solution does work well too.
This reminds me, I actually need a hair dryer. Whats a good one?
none are as good as cappingNVIDIA Control Panel just came to mind and I don't see where anyone mentioned it yet (I read most but not all comments thus far) ? How is FPS capping different from say ... Fast , Adaptive or Full in NCP ?
fast worked fine already for older games where FPS was 2 to 3xs what your monitor refresh rate was.Cool, setting framerate limit is really helpful in older games like UT99.
Fast isnt as good as capping unless you had sky high FPS.
fast worked fine already for older games where FPS was 2 to 3xs what your monitor refresh rate was. This is hopefully a once and done setting — good for everything with gsync on.
I stayed away from vsync for the subtle mouse lag I can feel.Have you had problems just running gsync + vsync and capping only when in-game allows it? I may have a rare issue but most of the time I've found stuff works well. The driver level cap is nice but I'll probably wait another month before updating just in case there is issues with it.
I stayed away from vsync for the subtle mouse lag I can feel.
see if you can feel the mouse lag with vsync
I tested like this. Load up Tomb Raider or some third person perspective game. Move the mouse around quickly to change camera perspective. Then turn vsync off and do the same. My friend Stitch1 and I tested this way going back and forth and it was pretty easy to tell when vsync was on. It felt delayed.
set it to 144 and see what it does. 163 and 165 are pretty close together.So far i tested the FPS cap in Modern Warfare and it does not work. Set it to 163, 2 less than my refresh rate as recommended. In game FPS counter hits 165.
set it to 144 and see what it does. 163 and 165 are pretty close together.
That is working. Setting it 1 or 2 less than your refresh rate is recommended, because there can be 1 or 2 frames overshoot. Setting it for 163 and getting 165 is generally expected behavior.So far i tested the FPS cap in Modern Warfare and it does not work. Set it to 163, 2 less than my refresh rate as recommended. In game FPS counter hits 165.
Setting it to 144 works. I thought it would be more precise, especially since it works at the driver level.
No FPS limiter (even ones built into games) is frame perfect. There is always some deviation.
RTSS...
That is working. Setting it 1 or 2 less than your refresh rate is recommended, because there can be 1 or 2 frames overshoot. Setting it for 163 and getting 165 is generally expected behavior.
Battlenonsense found that no matter what type of rendering, if your GPU goes over 95% utilization an extra layer of input lag is introduced. It "bogs down" the frame-buffer. So ideally you don't want to play with your GPU maxed out if possible.
Yes, everyone in this topic is aware it exists. It's been mentioned at least half a dozen times. Having it built into the driver is better than needing another application to do it.