Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by Terepin, Mar 20, 2020.
Overlay shows up only in loading screens. The more you know.
Why did you post this in the driver section? Unless I am mistaken, it is disabled for the same reason as Doom 2016. The performance hit.
I have no issues with it in Doom 2016. That's why I was surprised having them in Eternal.
doom has it's own performance metrics, you can use them if you have trouble with the external ones, and if i can remember correctly, doom 2016 had the same issue back in the day, i think it's an engine problem, and i say maybe because i don't really know, just guessing.
PSA: Use search, keyword is PresentFromCompute
You can use instead NVIDIA's own V3 limiter in combination of Fast Sync and Ultra Low Latency, probably
but it takes a little bit of testing to make sure that works, with a lot of games one or more of these
might cause problems in combination
PSA: no it's not.
People should really educate themselves about RTSS and Vulkan / idTech before making these "service" announcements.
I mean the author of RTSS is present on this forum so maybe ask first?
RTSS works just fine in Doom 2016 in both OpenGL and Vulkan, as well as in Wolfenstein II, with default settings. But in Doom Eternal, at least for me, it only shows in loading screens.
I apologize, I didn't have ill intentions, I just assumed that since it works in previous Doom with default settings and not in Eternal, it must be a bug. Wrong assumption, I guess.
Use either framebuffer or viewport
Vulkan on DooM 2016 uses present from compute as well now, for both vendors.
It's technically possible though to make it work, OCAT fps counter didn't cost performance the last time I tried on GCN (Edit: But crashes every game with the latest version...).
It also seems PresentFromCompute is not used with Pascal in Doom 2016.
yes it is.
So why do I see RTSS overlay by default then and it doesn't reduce performance vs. no overlay at all?
Probably you're in HDR mode. HDR rendering codepath in this engine doesn't present frames from compute queue.
How did you get this to work? I'm experiencing the same issue as OP with RTSS Overlay briefly working on the initial loading screen, but not in-game like your screenshot. Did you adjust any RTSS settings for it to work in-game? Thanks!
Guessing it's the above, HDR.
Although I was assuming it to be due to going via D3D not the compute queue thus allowing extra opportunities for hooking it up and displaying without extra settings or workarounds, interesting.
(Might be a issue though but apparently Red Dead Redemption 2 does something similar so maybe it's per design and I'm misunderstanding something again ha ha.)
edit global.cfg and change PresentFromCompute=0 to PresentFromCompute=1
Doom 2016 has no HDR path.