What is frametime? The time is takes to render a frame and the higher the framerate is, the harder it is to keep it stable. The reasons why 144Hz looks "smoother" compared 60Hz in so many aspects is because of the tearing being almost absent by your eyes at higher frames, without forgetting you are able to witness 144 FPS instead of only 60 which contrary to having 200 FPS framedrops to 100 on 60Hz, 144Hz will display more of those and that in mind avoid some tearing because of that, that is still 44 FPS missing from the refresh, making a slow down noticeable, next to being that you are ACTUALLY witnessing more updates a second physically always compliments the real input instead of 60Hz which cannot feel any better than what 60Hz already is. For example if you were to have a frame drop from 60 FPS to 40 FPS, it would behave better input wise on 144Hz than 60Hz, but there will still be similar tearing. In fact you are more prone to frametime stutters and inconsistencies for every action scenes that may come, specifically 60Hz monitors will look like it's having noticeable slow down with said framedrops because the tearing appears bigger the lower the framerate while 144Hz improves, but does "not" remove any flaws if you get the framedrop in anyway. There is no reason to keep it that high, nor stress your components, it won't give you an advantage or better registry, whatever excuses you may hear at this high. If you are one of these players using the lowest resolution with the lowest settings, it'll probably be around 300 though that number is stupidly high as is most likely to drop further when anything occurs in game. ![]() How can you achieve gameplay without any slow downs and inconsistencies, tearing even?īy capping your framerate to the lowest stable framerate or your maximum refresh rate. V-Sync is the most blunt and aggressive solution, while anything else is either passive and/or investment to go for. All solutions have their trade offs that you as the user should try to witness first before making a decision, ultimately for a short TD LR. Enhanced Sync (AMD) / Fast Sync (Nvidia)Īs a warning however like mentionned above.PLEASE NOTE THAT NOT ALL FRAMERATE CAPS ARE EQUAL AND THAT GPU IMPLEMENTED FRAMERATE (SUCH AS NVIDIA INSPECTOR OR AMD FRTC) CAPS ARE AWFUL COMPARED ENGINE OR THIRDPARTY AS THEY LEAVE FRAMES SLIP BY, CAUSING HICCUP IN THE FRAMETIME AND DEFEATING THE PURPOSE OF THIS WHOLE FIX COMPARED RTSS OR DXTORY RESPECTIVELY WHILE ENGINE FRAMERATE CAP IS GOOD BUT WILL LIMIT THE ABILITY OF THE GAME TO USE MORE RESSOURCES THEREFOR MAKE SMALL DROPS AND STUTTERS MORE LIKELY. So unless you are willing to completely open your mind and think with other than just overrated opinions, take your time and read this guide. ![]() I'm pretty sure a few will be sane enough to try out what they are missing as essential features. ![]() Just like tickrates, the understanding of this concept is fairly simple yet overly praised as some kind of necessity which in the end completely is worthless by the law of diminishing returns.īy sheer math and actual research among opinions and facts, there has been quite a lot of ignorance being spreaded around, in vain of perhaps showing PC gamers that the highest framerate is nothing to benefit from if you don't have the hardware for, this guide came to my mind, even though it'll probably get viewed in a negative way. Please make sure to rate up and share along!īe warned that if you own a GCN based GPU on AMD or Maxwell/Pascal Based GPU on Nvidia that's GTX x圆0 and above, there is a better alternative method mentioned, completely free of charge. However as the title mentions, the input lag/mouse lag is one very fundamental flaw that can be entirely fixed with user tweaking free of charge or hardware changes unless what you already have is not at any rate viable for use. Each of them have a compromise to be made. I will be describing all syncronization features in this guide along the up and downs of each since none is actually perfect. There has been quite a lot of controversy when it comes to vertical sycronization, monitors, frames per second and the so called "input lag" that physically it is impossible to fully remove currently due to having nothing faster than light, even if you did, your own capacity would still be limited by your perception to notice any changes, although that doesn't mean more won't help even if you can't notice, that's not until your game becomes unstable or has it's trade of benefits and that's where the guides aim into.
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