The truth about PRE-RENDERING 0?

Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by Tastic, Jul 16, 2012.

  1. Martigen

    Martigen Member Guru

    Messages:
    180
    Likes Received:
    7
    GPU:
    GTX 1080Ti SLI
    That sounds fantastic Mark!

    RTSS has its own thread on these forums, be sure to post this there and get in touch with the author.

    EDIT: Just read your linked page. Are you sure your advice on HPET is correct? If memory serves, HPET is some 100 times slower to access than TSC with a larger CPU overhead, as its chipset based and TSC is internal the CPU. Both Windows and Linux prioritise using TSC over HPET, even if HPET is available on the system as a result. You -can- force Windows to use HPET via the command line, but the general consensus is that this results in worse real-time performance. HPET was useful on older machines post PIT or APIC, or broken implementations of TSC (quite old CPUs now).
     
    Last edited: Sep 17, 2017
  2. tfam26

    tfam26 Active Member

    Messages:
    75
    Likes Received:
    6
    GPU:
    Gaming X GTX 1080

    Thank you for sharing this very cool stuff.
     
    mdrejhon likes this.
  3. mdrejhon

    mdrejhon Active Member

    Messages:
    61
    Likes Received:
    17
    GPU:
    4 Flux Capacitors in SLI
    You're welcome. Glad you like it!

    Thanks. I've made some edits that high precision clocks are needed in general (HPET, TSC, etc) -- the better whatever clock in the system, the more frame-capping precision RTSS is able to achieve. (Multimedia timer APIs have different precision on different systems)

    I'll track down the RTSS thread that the authors pay attention to, and post over there.
     
  4. Agent-A01

    Agent-A01 Ancient Guru

    Messages:
    10,047
    Likes Received:
    152
    GPU:
    1080Ti H20
    Post that in every RTSS thread until we get some response ;)
     

  5. dr_rus

    dr_rus Ancient Guru

    Messages:
    1,978
    Likes Received:
    46
    GPU:
    GTX 1080 GRP
    I can easily predict the response you'll get by posting the same stuff in each thread.
     
  6. Drimzi

    Drimzi Member

    Messages:
    10
    Likes Received:
    1
    GPU:
    GTX 1080
    Yeah same, no response.
     
  7. ShaoAZ

    ShaoAZ New Member

    Messages:
    2
    Likes Received:
    0
    GPU:
    MSI R9 290X Gaming 4GB
    Wow, finally people are putting some attention to this, it's been years that I've been talking about it and nobody actually believed it, eventually came up to make a guide that barely got anyone's interest.

    There's a few flaws in using Monitor Sync which I do not recommend, this method should always and only be used for V-Sync because of that to avoid weird issues like Brightness Flicker, or refresh rate inconsistencies.

    Put up a very detailed guide here over Steam that many would like to have a read from I'm sure. http://steamcommunity.com/sharedfiles/filedetails/?id=668808553
     
  8. mdrejhon

    mdrejhon Active Member

    Messages:
    61
    Likes Received:
    17
    GPU:
    4 Flux Capacitors in SLI
    BTW, I am very serious about paying a bounty for adding predictive frame-rate capping to RTSS.

    Tests do confirm that this is a very worthwhile no-compromises lag-reducing feature for short-frametime engines (especially emulators, locked-framerate console ports and games, perfect jitterless/stutterless ULMB without the VSYNC ON monster for that arcade/Nintendo buttersmooth CRT effect, etc) and should be added to RTSS so we don't have to use GeDoSaTo for that sort of thing.

    EDIT: Even if you prefer not to accept any funds, I'll help out to save time: I can even privately beta test for you to confirm if your predictive/adaptive change worked. You add unannounced config options in a quick-dirty way, I'll do fluidity & high speed camera tests (Blur Busters equipment) and confirm that the feature successfully reduces lag, before you publicly announce the feature's existence.
     
    Last edited: Sep 23, 2017
  9. VAlbomb

    VAlbomb Member Guru

    Messages:
    139
    Likes Received:
    3
    GPU:
    Nvidia G1 Gaming GTX 970
    It would be great if Nvidia themselves could do this as some sort of "Low Latency VSYNC". They already have APIs to define custom timing parameters for GPU output which can be used instead of having to do EDID overrides, it would be put in use solely for accurate timing readings and adjusting the framerate cap on the fly so the user wouldn't need to do it themselves. This would handle Steps 2 and 3 in the Blurbuster guide for "Low-Lag Vsync for Common monitors"
    Obviously they would need to greatly improve their Framerate capping implementation but I don't see why they couldn't do it beside their will to do so, it could be an extra service that get executed at demand once the "Low Latency VSYNC" setting gets enabled in the Nvidia Control Panel and the driver detects a 3D application that polls the GPU in the same way they can already detect game's executables using profiles or the way NVidia Shadowplay can detect and hook into 3D applications.
    Once "Low Latency VSYNC" is set it would enable normal Vsync plus cap the game framerate below the refresh rate using the information polled using their APIs and account for big clock variances and adjust in real time.
    That would be Steps 1, 4 and 5 in the Blurbuster guide.
     
    Last edited: Sep 24, 2017
    Xtreme512 likes this.
  10. RealNC

    RealNC Maha Guru

    Messages:
    1,218
    Likes Received:
    12
    GPU:
    EVGA GTX 980 Ti FTW
    (Missed this post. Sorry.)

    The most recent example I remember is Witcher 3. There was slight microstutter in the 75-90FPS range (1440p on a 980Ti.) RTSS fixes that.

    Another game affected by this was Elite: Dangerous, but this seems to have been fixed.

    There's also CS:GO, but I don't use RTSS for it; slight microstutter is OK here since latency is more important than perfect fluidity. Most people don't use g-sync at all and just play v-sync off anyway, which obviously gives the biggest amount of microstutter, but gets you the least latency.

    There's been other games too, but unfortunately I never kept a list. But it's not hard to tell on your own. If you see microstutter with the in-game limiter, try RTSS. You'll pay a small amount of latency for better motion fluidity in most cases. Also, the microstutter is usually very small and most of the time, people won't see it.
     
    Xtreme512 likes this.

  11. Xtreme512

    Xtreme512 Master Guru

    Messages:
    601
    Likes Received:
    0
    GPU:
    GTX1060 6GB
    And if you encounter high CPU usage with RTSS, use in-game FPS limiter instead, like me for BF1.
     
  12. yasamoka

    yasamoka Ancient Guru

    Messages:
    4,360
    Likes Received:
    9
    GPU:
    EVGA GTX 1080Ti SC
    The high CPU usage you're seeing is a false alarm. This is merely due to using a busy wait loop in order to guarantee high precision. Windows is reporting that the CPU core is being used 100% of the time, but that does not mean it is being 100% utilized during that time - far from it. This is why you don't see temperatures rise.

    Unwinder explains it here:
    https://forums.guru3d.com/threads/l...ad-of-target-application.370437/#post-4443926
     
  13. Xtreme512

    Xtreme512 Master Guru

    Messages:
    601
    Likes Received:
    0
    GPU:
    GTX1060 6GB
    Yes I know they have informed me of the situation. But I also have drops in FPS in BF1 due to that.
     
  14. Dhuran

    Dhuran New Member

    Messages:
    1
    Likes Received:
    0
    GPU:
    GTX 1060 6G
    Cool post RealNC, thank you.

    But how can I achieve a smooth low lag gameplay in games which does not have an Exclusive Fullscreen mode and works only in windowed/borderless windowed?

    I mean as far as I know I can not set pre-rendered frames to 1 in NV Control Panel for windowed mode.

    I set my monitors refresh to 60.007 using CRU. If I turn VSYNC OFF in game, Cuphead for example, I have a 90% smooth - 10% very stuttery gameplay. When VSYNC is ON picture becomes very smooth, but what about lag? The game can use pre-rendered frames=3 by default, I guess.

    Sorry for my english and thank you!
     
  15. TheDeeGee

    TheDeeGee Ancient Guru

    Messages:
    5,145
    Likes Received:
    9
    GPU:
    MSI GTX 1070 AERO OC
    I just tried the RTSS method of limiting, and it breaks the Epic Game Launcher.
     

  16. VAlbomb

    VAlbomb Member Guru

    Messages:
    139
    Likes Received:
    3
    GPU:
    Nvidia G1 Gaming GTX 970
    Exclude the Epic Game Launcher, Shift + "Add" on RTSS.
     
    TheDeeGee likes this.
  17. TheDeeGee

    TheDeeGee Ancient Guru

    Messages:
    5,145
    Likes Received:
    9
    GPU:
    MSI GTX 1070 AERO OC
    Thanks, that did the trick :)
     
  18. TheDeeGee

    TheDeeGee Ancient Guru

    Messages:
    5,145
    Likes Received:
    9
    GPU:
    MSI GTX 1070 AERO OC
    Must say that limiting FPS with RTSS didn't feel smoother for me.

    My monitor is 59,95 Hz, so i set it to 59943 in RTSS which caused a hickup every now and then.
     
  19. khanmein

    khanmein Maha Guru

    Messages:
    1,333
    Likes Received:
    11
    GPU:
    EVGA GTX 1070 SC ACX 3.0
    Did you disable the in-game V-Sync & enable V-Sync thru NvCpl?
     
  20. TheDeeGee

    TheDeeGee Ancient Guru

    Messages:
    5,145
    Likes Received:
    9
    GPU:
    MSI GTX 1070 AERO OC
    Doesn't work with Unreal Engine 4 games sadly, they ignore the NVCP.
     

Share This Page