Discussion in 'Videocards - AMD Radeon Drivers Section' started by Tadeo, Jul 7, 2019.
anti-lag doesn't work with CSGO, i tried GTAV and it works, rx470
That's because you need Navi to make it work for DX9.
@imapotato: How do you know it's not working? Do you have it enabled in game profile? Is that sound notification coming when CS:GO is started?
yeah, theres no sound at start, i have anti lag turned on in Radeon settings
Directly in CS:GO gaming profile?
(2) Compatible with: AMD Radeon™ GCN-based discrete graphics and newer. DirectX® 11 support available on GCN-based and RDNA-based discrete Radeon™ GPUs and Ryzen™ APUs with Radeon™ Vega graphics. DirectX® 9 support available on RDNA-based discrete Radeon™ GPUs. Supports Windows®7 and Windows®10.
From Steam: (about the game you are talking about) Video card must be 256 MB or more and should be a DirectX 9-compatible with support for Pixel Shader 3.0
So no, you can't use anti-lag with that GPU on that game. You have the option in the radeon settings but is not working
Ohh, I missed that... that explains everything. Thx for clarification.
Great having you around here, mate!
Driver not installing on a R9 Fury X.
Even with DDU it fails.
Anti-Lag feature giving very positive response for me in BF5 on RX480
You have DX12 there not needed at all.
Competitive gaming is truly a better experience with anti-lag. Extremely positive situation with DoTA 2 (dx11 API).
Well I went full out on this Anti Lag. I went into the registry and changed FQS from 3 to 1:
Main3D to 31 00 00 00
And I'm still doing some comparisons just to see if changing flip queue size is having any kind of effect.
So far...I really don't know unless I can graph it or something.
But what does it say for Uptime?
I know that Dice themselves said that and that the future frame rendering option of the game has no effect with DX12, but it's not true that input latency of DX12 would be fine. It just seems that way because DX11 with future frame rendering feels even way worse.
Enter "renderdevice.renderaheadlimit" in console and you will see that DX12 uses a renderahead limit of 2. You can set it to 1 and it will definitely feel more direct than the default value of 2. Unfortunately, setting this in user.cfg or via console is always turned back to a value of 2 a few seconds after each respawn in game (sounds weird, but really is that way). Nothing can be done about it.
DX11 with Anti-Lag via driver is faster than DX11 without FFR option turned off and feels more direct than DX12 with the renderdevice.renderaheadlimit of 2. Also, DX12 can still stutter badly. So, it seems Anti-Lag is a real win for BF5. It can cost ~10% CPU performance though. Seems that also applies when being relatively close to CPU limit. In games where CPU performance doesn't matter the costs of Anti-Lag seem totally negligible.
So no anti-lag for Rocket League then? :-( I don't have Navi
I don't experience extra stuttering due to Enhanced Sync, so I use it whenever there's an in-game framelimiter so I can set that to my refreshrate (and have no tearing).
If I have to resort to FRTC because there's no in-game framelimiter, then I set FRTC to 2-3 fps below refresh rate, because Enhanced Sync doesn't work properly in combination with FRTC anyway. Or I just enable in-game VSync, since most games without an in-game framelimiter are older games, or low on the 'fast-paced action' anyway, so the added lag VSync ads (which is reduced by Anti-Lag by the way!!), isn't such a big issue in those cases. At least not to me. But I can't stand screen tearing.
why do you need anti lag in rocket league?)
I have anti lag settings on a bunch of games, with the beep on start.
Despite not having seen improvements.
What i'm missing? hehehehe