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Where can I download D3DOverrider?
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nikavelli
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Default Where can I download D3DOverrider? - 10-20-2011, 05:19 | posts: 376

May be a dumb question for some but does anyone know where I can download the D3DOverrider executable/files without having to download & install RivaTuner?

And a side note, does anyone even use rivatuner anymore? Would be nice if Guru3D could decouple the two programs and just put D3DOverrider up for download considering it's still relevent today.
   
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WhiteLightning
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Default 10-20-2011, 05:21 | posts: 22,508 | Location: Netherlands

http://www.mediafire.com/?ia3wiao4yparrpy
   
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Netherwind
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Default 02-10-2012, 18:22 | posts: 824 | Location: Sweden

Thank you White.
   
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rewt
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Default 02-14-2012, 01:30 | posts: 1,243 | Location: Americas

Quote:
Originally Posted by nikavelli View Post
And a side note, does anyone even use rivatuner anymore? Would be nice if Guru3D could decouple the two programs and just put D3DOverrider up for download considering it's still relevent today.
Some of us more advanced users still use RT for its hardware monitoring features, among other things. Unwinder may resurrect RT someday with a new version, but for now he doesn't have the time for it.
   
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Netherwind
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Default 04-23-2012, 19:19 | posts: 824 | Location: Sweden

Hey WhiteLightning. Unfortunately the file you uploaded is no longer hosted. Would you mind setting it up again please?

I wish there was a way to only install D3DOverrider when downloading the whole RivaTuner package
   
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WhiteLightning
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Default 04-23-2012, 19:27 | posts: 22,508 | Location: Netherlands

sure man here you go http://www.sendspace.com/file/euti3m
   
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Svarog
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Default 04-23-2012, 20:18 | posts: 3,329 | Location: Nederland

Sadly enough D3DOverrider does not work with 64-Bit Applications such as WoW 64-Bit.

Sooner or later it will be useless for everything unless someone writes a new one.
   
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Default 04-26-2012, 14:24 | posts: 45 | Location: Sweden

As an alternative to the D3DOverrider I've gone over to forcing adaptive v-sync for most games.

The overrider was most useful for me when a game showed signs of input lag with the ingame v-sync. Even if the game clearly used triple buffering, since framerates other than 30 and 60 were possible, there was noticable mouse lag. D3DOverrider improved that lag in most cases, but a certain amount was usually still there.

While adaptive v-sync has the disadvantage of causing tearing when you get under 60fps, you can disable any triple buffering in the game itself - if the option exists. That way there is next to zero input lag, especially if you combine this with a low pre-render limit in the driver. So, while D3DOverrider often worked as a stop-gap solution, adaptive v-sync offers the best of both worlds. Zero input lag and no tearing as soon as 60fps are reached.
   
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GabeA
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Default 04-26-2012, 23:47 | posts: 31 | Location: Minnesota

Quote:
Originally Posted by BlueSteel View Post
As an alternative to the D3DOverrider I've gone over to forcing adaptive v-sync for most games.

The overrider was most useful for me when a game showed signs of input lag with the ingame v-sync. Even if the game clearly used triple buffering, since framerates other than 30 and 60 were possible, there was noticable mouse lag. D3DOverrider improved that lag in most cases, but a certain amount was usually still there.

While adaptive v-sync has the disadvantage of causing tearing when you get under 60fps, you can disable any triple buffering in the game itself - if the option exists. That way there is next to zero input lag, especially if you combine this with a low pre-render limit in the driver. So, while D3DOverrider often worked as a stop-gap solution, adaptive v-sync offers the best of both worlds. Zero input lag and no tearing as soon as 60fps are reached.
One could say triple buffering provides nearly the best of 2/3 worlds, and the best in the third, depending on your perspective. Triple buffering offers a double-swap refresh turnaround, which combined with low prerender settings and a framerate limit of 58fps in the driver settings, produces very little input lag. Not that it even matters for some games (single-player or non FPS, I'm looking at you!). Nearly the best. It also allows framerate to creep up to levels close to they are without vsync -- nearly the best of the framerate world.

But best of all it provides no screen tearing -- the best of the visual world. For a more 'realistic' experience in many games, ugly vertical screen tearing is a huge detractor.

Generally speaking, if your framerates stick around 60fps most of the time and you play competitive/FPS games, go with adaptive vsync. If not and your framerates average somewhere between 25-55, go with triple buffering or else your game will be a heavily distracting tearing jamboree -- not only will it tear more often, but the tears will last longer on the screen due to the framerate, and the difference in input lag is negligible at best. The worst of all worlds, pretty much.

Last edited by GabeA; 04-26-2012 at 23:52.
   
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zhengzhoudave
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Default 10-07-2012, 17:23 | posts: 600 | Location: United Kingdom

Works great for metro 2033, one of my faves. had d3d overider b4 (just installed an ssd) but thanks for linking me to it this time round!
   
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Extraordinary
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Default 10-07-2012, 17:40 | posts: 4,817 | Location: 127.0.0.1

Here's the one I use for DX11 games like Metro 2033 etc

http://localhostr.com/files/5JA4NRt/...der%20DX11.rar
   
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NeoandGeo
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Default 10-07-2012, 17:48 | posts: 372

I don't have problems running the original D3DOvedrrider on DX11 games, what is the difference in the version you posted?
   
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Extraordinary
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Default 10-07-2012, 17:56 | posts: 4,817 | Location: 127.0.0.1

Quote:
Originally Posted by NeoandGeo View Post
I don't have problems running the original D3DOvedrrider on DX11 games, what is the difference in the version you posted?

No idea, I didn't download any of the others, just posted another link for OP
   
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rewt
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Default 10-07-2012, 22:51 | posts: 1,243 | Location: Americas

Quote:
Originally Posted by BlueSteel View Post
The overrider was most useful for me when a game showed signs of input lag with the ingame v-sync. Even if the game clearly used triple buffering, since framerates other than 30 and 60 were possible, there was noticable mouse lag. D3DOverrider improved that lag in most cases, but a certain amount was usually still there.
With the nature of Direct3D (some people referring to it as a "render-ahead" technique), I don't think it's uncommon for an application to yield FPS between 30 and 60 even if only "double-buffered".

The majority of input lag associated with vsync is caused by the additional frames pre-processed by the CPU, and that's why limiting FPS can also help (as GabeA mentioned).

Last edited by rewt; 10-07-2012 at 22:54.
   
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Iruwen
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Default 10-08-2012, 14:17 | posts: 307 | Location: Germany

I always thought FPS was commonly measured by buffer swaps, then render ahead shouldn't have any effect on it, I may be wrong though.
   
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rewt
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Default 10-08-2012, 20:57 | posts: 1,243 | Location: Americas

This is why NVIDIA (and ATI for that matter) only ever supported triple buffering for OpenGL applications.

Notice that they've removed pre-render limit 0 in r300 and later drivers, because it can have such a negative effect on FPS.

Last edited by rewt; 10-08-2012 at 20:59.
   
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Xtreme512
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Default 01-12-2013, 22:34 | posts: 406 | Location: Nicosia

Quote:
Originally Posted by Extraordinary View Post
Here's the one I use for DX11 games like Metro 2033 etc

http://localhostr.com/files/5JA4NRt/...der%20DX11.rar
is it the latest ?
   
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