Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by Terepin, Mar 20, 2020.
The game engine does.
I am running in HDR mode on Doom Eternal and everything works fine with RTSS, didn't need to change any settings.
that is why it's working for me, specifically because I am in HDR mode
see above works since I am running HDR
Even if you enable the compatibility setting, RTSS still can't record everything. All my videos are just black screen.
Another PSA, if you have a second screen use that for your info, ether by just disconnecting the graphs in afterburner, or get fancy using Rainmeter.
Fps reads fine that way, didn't know there was issues otherwise.
What is this supposed to mean? By the time Vulkan was patched into the game, there even was no Vulkan extension for HDR output...
Edit: Oh my g, it seems you really want to lecture me about the renderer using HDR internally, without any connection to HDR output, do you...
Is it possible that HDR output support was later added to the engine with game patches (without being enabled for the game itself)? Is there an HDR output extension for OpenGL? (But you are probably right. They don't understand their own arguments or try to get you fooled.)
Great. I'll avoid this game.
How about you actually read the thread?
This changing PresentFromComputer=0 to a 1 under Global config file in the RTSS ProfileTemplate folder worked wonders for me. Now RTSS overlay works in Doom Eternal past the login/splash screen. Thank you.
You shouldn't. Doing what the guy said by editing the config file makes the RTSS overlay work in Doom Eternal for me. I spent all of last night trying to fix it and this finally worked.
I don't think that response was genuine. Why couldn't you play a game without the RTSS overlay? Are you watching the chrosshair or the perf graphs while playing?
I edited the config file but in doing so I lost a massive chunk of framerate. Hopefully I'm allowed to share this here.
Just in case: Steam's fps counter also reduces performance.
It means idTech 6 has http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/
You're the world renowned contributor right. LOL
Some folks want the OPTION of it working. Why are you against choice?
It seems you are not aware that basically every game since ~2005 uses HDR rendering internally, else your comment in context of HDR output doesn't make any sense...
Remember people if you enable presentfromcompute to get RTSS overlay you will get a performance drop!
That's why it's disabled by default.
This is not the fault of RTSS, or Vulkan or the game.
Just a result of what happens with this combination.
Seeing posts from people still trying to "fix" this and then say they get a performance drop.
Up to you but remember there's nothing to "fix".
That’s exact reason why it is disabled for this engine by default. And that’s documented in details in the release notes.
Hmm. Strange. I launched Doom 2016 (v6.66): I have RTSS overlay and LLM:Ultra seems to be active while the game is using Vulkan (both the game's own menu and the RTSS overlay says it's Vulkan). I didn't touch a single dev.console parameter. I am not sure what happened. I remember the RTSS overlay being unavailable and LLM:Ultra not auto-capping the FPS for this game (at least in Vulkan mode). But I could be wrong about Ultra (RTSS says 116 fps which indicates Ultra at work because I have the V3 limiter slider set to 117 to know which one is active and I believe 117 is safe enough, even 118 should do it...).
ULL does have no effect for DX12 and Vulkan.
Does this affect the frame limiter as well, or is it strictly about the OSD?