MSI AB / RTSS development news thread

Discussion in 'MSI AfterBurner Application Development Forum' started by Unwinder, Feb 20, 2017.

  1. Unwinder

    Unwinder Moderator Staff Member

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    You can add any application to exclusions list via add profile for this application and setting application detection level to "none". With 7.0.0 the process of adding exclusion can be simplified by holding <Shift> and clicking <Add profile> in RTSS while desired 3D application is running. In this case RTSS will detect all currently running 3D applications and allow you to select and add some (or all) of them to exclusions list.
     
  2. eddward

    eddward Member

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    Ah, ok thanks very much, I'll give it a try, looks good... The biggest problem for me was to find this app, because I couldn't find via "add" as it is not a win32 app with its install folder.
     
  3. Unwinder

    Unwinder Moderator Staff Member

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    UWP applications are still wrapped into regular EXEs, for Paint 3D it is "PaintStudio.View.exe" located in "Program files\WindowsApps".
     
  4. Anach

    Anach Member

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    I wouldn't worry, you're not alone. Searching the thread or forum results in nearly every page mentioning the beta, but trying to find a single link to a download in that is like a needle in a haystack.

    It's pretty obvious that the author doesn't understand this, because he knows where everything is, due to being the one posting and is unable to understand what it is like from an outsider trying to search the mess of a forum. So instead of being helpful, he's quite lazy himself, as there is no updated link for betas in the OP, or even sticky post in the main forum. Instead the beta is hidden away 9 pages deep in the RTSS thread. It's a similar issue over on the bug reports thread, there is no "Known issues" section, which would save everyone a lot of time. Seems to me that there could be a lot of time saved on both sides, if the forum had a decent layout with some relevant threads and posts, but you can't expect much from a guy that doesn't even know how to quote the person he's replying to.
     

  5. MDKpt

    MDKpt Active Member

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    My point i some cases!!

    i understand Unwinder, and the effort he puts on this program i like it, think its the best of its kind .

    But he is just grumpy and if you see there is alot of pointless posts and he is more or less right but not every one is lazy :nerd:

    you just need to Stay calm like me :)

    cheers mate
     
  6. Unwinder

    Unwinder Moderator Staff Member

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    I absolutely love such kind of smart posts from search haters and forum newbies. Instead of such suggestions, why don't you stay in the forum for a while and simply start answering the questions yourself daily instead of claiming that author is lazy? But that won't happen.

    I also cannot expect much from a guy who come to free software forum, clone exactly the same question right after posting with solution then try to talk this way instead of apologizing. Please leave this thread and forum.
     
    Last edited: Apr 11, 2017
  7. Octopuss

    Octopuss Master Guru

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    Keeping the first post updated would save you a lot of time and nerves though, don't you think?

    Also, you really are very hostile towards people, and that's a widely known fact.
    I understand it gets on one's nerves to answer the same stuff over and over for years and that large amounts of the questions are unnecessary if a bit of reading was applied, but that still doesn't justify insulting people left and right (but it used to be a lot worse two years ago or so, I'll give you that).
     
  8. Unwinder

    Unwinder Moderator Staff Member

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    Not a problem, it is really easy to save you from that widely known fact, from my laziness and hostility.
    I have a better solution: I did an exception with this beta and tried to return development to open development/beta testing model. That seem to be failed so we're returning back to private beta forum, no more public frequent betas for everyone, all development will be in private forum like it was before. 3 last posters may be proud of yourself, you make the forum cleaner.
     
  9. Unwinder

    Unwinder Moderator Staff Member

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    One more attempt to leave betas in public domain. The thread is open again, but it will be moderated more strictly now, everything that I find offtopic and derailing the development will be silently removed from this thread without any useless dialogs with user. So those don’t use search and like to post to the thread without reading the previous posts are warned.

    RTSS 7.0.0 beta 20 is online:

    http://office.guru3d.com/afterburner/RTSSSetup700Beta20.rar

    - More flexible raster font size adjustment. Now base raster font size (i.e. size for 1x zooming ratio) can be adjusted directly in font selection dialog.
    - Added frametime history graph overlay. The overlay can be enabled in RTSS properties in FCAT settings group (“Enable frametime history overlay” option). Frametime history graph dimensions (512x100 pixels, 50ms max, 0ms min) are currently hardcoded in global profile template so power users can alter them there. The graph is currently attached to the bottom of OSD text.
    - Fixed Vulkan sampler cleanup, which caused Vulkan OSD text to look pixilated in modern OSD layout when 3D application dynamically recreated Vulkan device.
    - Added explicit multi-GPU support to pure D3D12 renderer (currently used in Halo Wars 2 only). So now D3D12 overlay in HW2 should work on SLI/CF systems as well.
    - Framerate limit in GUI has been increased to 300 FPS.
    - Screenshot/video encoding libraries (SaveMedia.dll/SaveMedia64.dll) and video encoder plugins are now also digitally signed.
    - Added more exclusions to built-in profiles list (Paint 3D / 3D View, Unigine Superposition launcher ).

    New frametime history overlay usage is demonstrated in this video:

     
    Last edited: Apr 19, 2017
  10. gedo

    gedo Master Guru

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    I'd like to suggest a scale for the frametime graph, to make it easy to take in at a glance.

    Maybe just one grey horizontal line that corresponds to the monitor's refresh rate, or capped framerate, if it's lower. Or include both if framerate is capped. To make the meaning obvious, the value in ms (with two decimal places) could be added in the left of the graph.
     

  11. dr_rus

    dr_rus Ancient Guru

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    Alexey, did you check Halo Wars DE running vsynced in 1703? It can just as easily be game's own issue of course but I'm getting 120 fps readout on OSD on a 60Hz monitor.
     
  12. Unwinder

    Unwinder Moderator Staff Member

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    Yes, I checked it but I cannot reproduce it here. It is correctly displayed as 60 with VSync on here. However, the game is indeed internally limited by 120FPS without VSync. So the question is: are you sure that VSync is working?
     
  13. dr_rus

    dr_rus Ancient Guru

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    Well, I can clearly see tearing with it's being off and I can't spot any tearing with it being on in the game's settings. OSD is showing 120 fps in both cases.

    HWDE is the only UWP game I have installed which behaves like this btw.
     
  14. RealNC

    RealNC Ancient Guru

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    In borderless windowed mode with DWM active there would be no tearing, even with vsync off.

    What happens if you force vsync in the nvidia panel?
     
  15. dr_rus

    dr_rus Ancient Guru

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    That's not how UWP works.
     

  16. Unwinder

    Unwinder Moderator Staff Member

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    After reading some discussions in BlurBusters forums I'm rather surprised to see that a lot of users seem to misunderstand the basic principles of framerate averaging, OSD refresh period adjustment, different frametime display modes etc.
    So I decided to add a some options to GUI (context help included) to let you to play with them and see how they affect displayed framerate and frametimes. New GUI options include the following:


    o Added new “Framerate averaging interval” option to “General” tab. You may use this option to adjust framerate calculation and to see immediate framerate instead of smoothed if necessary
    o Added new “Refresh period” option to “General” tab. You may use this option to adjust the refresh period for framerate and frametime counters and update them on each frame if necessary
    o Added new “Display integer framerate” option to “General” tab. You may use this option to switch between integer and floating point framerate representation format
    o Added new “Display maximum frametime” option to “General” tab. You may use this option to switch between immediate current frametime value or maximum frametime value during each refresh period. Maximum frametime value can be used for framerate stutters detection


    Also now frametime is displayed next to framerate if you enable "Show own statistics" in RTSS, display frametime histoty graph and use RTSS as standalone framerate monitor application.

    Grab RTSS 7.0.0 beta 21 here:

    http://office.guru3d.com/afterburner/RTSSSetup700Beta21.rar
     
  17. EdKiefer

    EdKiefer Ancient Guru

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    Interesting options, Just so I understand, these are only for displaying framerate and frametimes and have nothing to do with actual limiting framerate ?
     
  18. Unwinder

    Unwinder Moderator Staff Member

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    Correct, new options are related to framerate/frametime display only. They do not affect framerate limiting at all.
     
  19. RealNC

    RealNC Ancient Guru

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    That's pretty neat. Thanks for that.

    Originally the issue was a mismatch between a monitor's built-in FPS indicator (through the G-Sync module, inside the monitor's hardware; there's no software or hooking involved, it just displays the time since the last scanout translated into FPS) and the RTSS cap. The monitor would claim it hits the 100Hz max refresh (meaning v-sync kicks in temporarily) even though RTSS has a ~95FPS cap.

    We still don't know what causes this, but the new options you added will help in getting better frame time data.
     
    Last edited: Apr 21, 2017
  20. Unwinder

    Unwinder Moderator Staff Member

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    Comparing frametimes at 3D-application level (i.e. measuring them with FRAPS, RTSS or anything else) and display hardware level is not the best idea as well, that's like comparing apples to oranges, they are fundamentally different and won't match. That's exactly why NVIDIA introduced FCAT approach. I'd recommend that user to research what is FCAT, why it was introduced by NVIDIA, why frametimes are different in graphics pipeline input and output, what are runt and dropped frames and they are indivisible at 3D application level but exist in the end of pipeline.
     

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