RTSS 6.7.0 beta 1

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

  1. Amaze

    Amaze Ancient Guru

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    So with the new GDDR6X memory if you overclock it it will no longer show artifacts when unstable, performance just goes down as it begins error correcting as far as I understand it.
    Is it at all possible to have the GPU tell Rivatuner "hey I'm getting errors now" ?
     
  2. Astyanax

    Astyanax Ancient Guru

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    You can still get VRAM stability related artifacts, its not actually ECC.
     
  3. bigcid1

    bigcid1 Master Guru

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    will the newest msi AB control the fans without issue on the FE 3080 ?
    as well as the clock and mem ?
    Thank you
     
  4. Unwinder

    Unwinder Moderator Staff Member

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  5. bigcid1

    bigcid1 Master Guru

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  6. Unwinder

    Unwinder Moderator Staff Member

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    Guys, I’m afraid that we have to stop waiting for a fix from NVIDIA side for RTX 30x0 series fan speed reporting issue, it is taking way too long. So here is new beta with small “hack”, which we’ll use to bypass the problem from our side until the fix arrives form NV side (if it ever arrives). The root of this problem is normalized fan speed reporting, which NVIDIA decided to introduce with 30x0 series cards. Fan speed % reported by NVIDIA driver and displayed in _any_ monitoring software is no longer reflecting the real fan speed %. Now it is normalized value, which is mapping vendor specific RPM limits to GUI min%-max% fan speed range. For reference design min% is equal to 30% and max% is 100% and RPM limits are properly mapped to that range. But the chaos began when partners started altering reference cooling system and tune their RPM limits, while leaving min 30% limit unchanged. As a result, on some custom design cards min% is still set to 30% and you can see it as the minimum fan speed for automatic fan control mode, but the real fan speed can be MUCH slower or faster. This is confusing users and causes effects of weird jumps in fan speed, i.e. you can see a few % (or even a few dozen %) difference between the speed you set and the speed you see reported back by driver. Until it is addressed by driver and VGA BIOS updates, we fix it the following way:

    - Afterburner will stop relying on NVIDIA’s native fan speed reporting in monitoring module for 30x0 series cards as soon as you enable manual fan speed control (i.e. set fixed fan speed of software fan curve). In this case it will simply display you the last programmed fan speed instead of reading back normalized (and possibly distorted) fan speed value from NVIDIA driver. NVIDIA’s normalized fan speed monitoring is still being used as soon as you enable default automatic fan speed control, because it is the only way to read fan speed in this case. Just keep in mind that in this case you’ll always see fan speed floating inside (30%-100%) range, and it may not match the real fan speed range. So always pay attention to tachometer readings.

    - Afterburner will stop relying on NVIDIA driver’s native fan speed limits for GUI on 30x0 series cards. Currently they don’t reflect the reality on many non-reference cards.

    In addition to fan speed problem workaround new beta also adds an ability to force legacy OC Scanner usage on 455+ and newer drivers on Pascal and Turing series GPUs. New scanner API has limited support for pre-Ampere GPUs, e.g. it is currently unsupported on Pascals and seem to be broken on Turings in SLI configs. So you may force old legacy scanner usage, if your system is affected. To force it set LegacyOCScanner to 1 in [NVAPIHAL] in MSIAfterburner.cfg

    Grab new beta here:

    https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup463Beta3Build15854.zip
     
  7. SpajdrEX

    SpajdrEX AMD Vanguard

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    Thanks for the new beta.
    So with beta 2 at 70% FAN I had around 1500 RPM, now with beta 3 at 70% FAN, tachometer shows around 1700 RPM.
     
  8. toyo

    toyo Master Guru

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    Thank you for re-enabling the legacy scanner, much appreciated.
     
  9. Pandorum

    Pandorum New Member

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    Just to clarify, with this latest beta the OSD will still output the incorrect fan% when 'Auto' is enabled right?
     
  10. Unwinder

    Unwinder Moderator Staff Member

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    Yes. For auto mode NVIDIA’s monitoring implementation is used, so it may be incorrect if VGA manufacturer altered reference fan limits.
     

  11. Valkyrie743

    Valkyrie743 Active Member

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    I'm having issues with RTSS causing RE3 to crash at start up while running under DX11 with HDR enabled. dx11 with HDR disabled or DX12 with HDR on or off works fine. event views is showing dxgi.dll is whats crashing. so i guess its the hooking? seems odd that it works with HDR disabled but not enabled.

    in profile for r3.exe it shows InjectionDelay=15000 but i noticed that when the game first starts up it will show it injected instantly then after going from window to full screen it will then crash with no error. not sure why the delay is not working?

    running RTSS version 7.3.0 beta 6 windows 10 64 pro with 2080 Ti with 456.71 driver.
     
  12. Astyanax

    Astyanax Ancient Guru

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    Are you using reshade?

    rename it to d3d11.dll if you are.
     
  13. Valkyrie743

    Valkyrie743 Active Member

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    nope no reshade. disabled nvidia shadowplay to be sure that was not causing it. no idea why it's doing that. think it has something to do with windows and HDR. the game will load up for a second then when the monitor goes blank while switching to HDR it will just crash. the d3d11.dll that event viewer shows is the dll thats located in the windows directory.
     
  14. Unwinder

    Unwinder Moderator Staff Member

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    I do not own RE3 and do not plan to buy it, sorry. Plese don't use this thread for general troubleshooting questions, this way important info anout new releases is just getting lost in something, which is not imprtant for anyone else. Create own threads for things like that.
     
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  15. fleggy

    fleggy Member Guru

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    Hi Unwinder,

    GPU Clock monitoring for RTX 3090 is still in progress? I can see idle clock jumping from 210MHz to 0 and back.

    Thank you, Fleggy
     

  16. Unwinder

    Unwinder Moderator Staff Member

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    No, it is not in progress.
     
  17. Astyanax

    Astyanax Ancient Guru

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    0 would be the result of an engine level reset occuring, a tdr but not a full one.
     
  18. Unwinder

    Unwinder Moderator Staff Member

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    New RTSS beta is around the corner. Many changes inside this build are related to scanline sync. But a lot of changes are also aimed to ... educate reviewers:

    · Various Vulkan bootstrap layer and Vulkan overlay renderer cleanups aimed to improve compatibility with Vulkan validation layer
    · Improved compatibility with multithreaded Direct3D1x applications, using multiple Direct3D devices and swapchains and concurrently presenting frames on them from different threads (e.g. Windows Terminal)
    · Added RenderDelay profile compatibility switch, allowing delaying On-Screen Display initialization and rendering for some applications when it is necessary (e.g. Resident Evil 3 in Direct3D11 mode when HDR mode is enabled)
    · FCAT overlay update rate is no longer limited to overlay content update rate in offscreen overlay rendering mode
    · Added new hypertext tags for displaying process specific 1% low and 0.1% low framerate graphs. Now multiple simultaneously running 3D applications can display their own independent 1% low and 0.1% low framerate graphs instead of foreground 3D application’s 1% low and 0.1% low framerate graphs in the previous version
    · Improved 1% low and 0.1% low framerate graphs rendering implementation for graph and diagram rendering modes. The graphs showing the history of 1% low and 0.1% low framerate changes has no statistical sense, so now RivaTuner Statistics Server is showing you more informative dynamic histogram of sorted and the most slowest immediate framerates with highlighted 1% or 0.1% areas on it. For barchart rendering mode 1% low and 0.1% framerate graphs still display the current value like before
    · Added new “moving bar” rendering mode for FCAT overlay. New mode is aimed to simplify visual identification of tearline position and it can be used when calibrating Scanline Sync settings
    · Added new “Frametime calculation point” option to “General” application properties. This option is aimed to help those who try to directly compare frame rendering start timestamp based frametimes with frame presentation timestamp based frametimes. Please refer to new option context help to get more detailed info
    · Added new “Percentile calculation mode” option to “General” application properties. This option is aimed to help those who try to compare different implementations of 1% low and 0.1% low framerate metrics in different applications. Please refer to new option context help to get more detailed info
    · Added new “Framerate limiting mode” option to “General” application properties. Two alternate framerate limiting modes selectable with this option (“front edge sync” and “back edge sync”) are intended to be used in conjunction with scanline sync mode. Using those options in tandem allows enabling so called hybrid scanline sync mode. In this case actual target scanline synchronization is performed just once for initial tearline positioning then tearline position can be steered with high precision system clock. This option can also help those who try to compare flatness of frametime graphs measured at different points (frame start vs frame presentation timestamp based)
    · Added power user controllable passive wait stage to framerate limiter’s busy waiting loop. It is aimed to help those who is ready to sacrifice timing precision in favor of lower CPU load
    · Improved power user oriented scanline sync info panel. New performance counters are aimed to improve the process of scanline sync calibration and help you to diagnose tearline jittering. The following new performance counters have been added to it:
    o Sync start – index of scanline where 3D application called 3D API frame presentation function and scanline sync engine started the process of waiting for the target scanline
    o Sync end – index of scanline where scanline sync engine ended the process of waiting for target scanline. Ideally it must be as close to expected target scanline as it is possible
    o Present – index of scanline where 3D API frame presentation function was actually called after performing scanline synchronization. For normal scanline sync modes it is pretty close to the previous performance counter. For hybrid scanline sync mode it can drift depending on your framerate limit, if it doesn’t match with your display refresh rate
    o Present latency – time spent inside 3D API frame presentation call
     
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  19. mdrejhon

    mdrejhon Member Guru

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    Great improvement -- much easier to explain to newbies, and it's easier to create simulated screenshots of RTSS Scanline Sync calibration with this type of calibration test.

    Also, that's excellent improvements to RTSS Scanline Sync.

    In theory for your next RTSS Scanline Sync improvement -- I'd like to see tearline jitter-amplitude detection added, with automatic calibration of Scanline Sync based on detected tearline jitter randomness -- to do a best-effort-fit inside available VBI space, preferably near the end (Quick Frame Transport effect) to partially automate RTSS Scanline Sync calibration. Whether as a one-time optional auto-calibrate, or an ongoing optional auto-calibrate. The actual tearline position tends to fairly closely corresponds to the Present-return time on most GPUs, within a few scanlines, but there is a wide variance based on many factors, and jitter can come from many sources.

    Eventually I'll start revisiting an improved RTSS Scanline Sync HOWTO for the main blurbusters.com website. First, I'm busy on a big mouse launch coming (8000Hz mouse + 360Hz monitor "combined test"), including a brand new TestUFO online equivalent of MouseTester (online gaming mouse testing). Keep tuned.
     
    Last edited: Oct 22, 2020 at 1:30 PM
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  20. terry_bogard_sv

    terry_bogard_sv Member

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    These are great news, now it would be a lot easier to fine tune scanline sync.

    Thanks for the great work!.
     
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