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Well, I don't own a TV over 15 years, so what fakes me?
It's ♥♥♥♥♥♥♥ stable frametime :)
You kinda missed the answer in the explanation. I said that windows by default sets your refresh rate to 60. Consoles work differently. Just because your TV is 60hz doesn't mean it can't produce stable 30. It just means that whatever thing that you attach to your TV will do the FPS that it was designed to do - 30 for consoles, and 60 for desktop. Does that explain your question?
Also, you can set your refresh rate on your desktop to whatever you can, as long as your monitor can support it. There are plenty of monitors that can be locked in to 30 hz but do not expect an old one (like mine) to do that. I could only overclock the poor thing to 75 and that's it, I can't set it 50 hz
If you play a game with windows locked to 60hz and have 50 fps you will see sluggish performance. If you play a game at 50 fps with windows locked to 50 hz you will see a massive difference
Not wasting your time changing the refresh rate every single time is somewhat achievable by various things like Variable Refresh Rate, FreeSync, Adaptive Half-Sync etc. but these won't be allowed on all the monitors, especially the old ones
They don't work differently. The TV refresh rate doesn't change. It stays at 60 Hz. For 30 fps games, the TV will still refresh 60 times a second and each game frame will be shown twice.
I constantly see really bad takes from people who aren't game developers or haven't bothered using Google and looking at stuff that isn't places of psuedointellectual fanboy circlejerking like GameFAQs, r/Games (or any subreddit that attracts fanboys), or the comments section of any DigitalFoundry video. It's similar to the whole myth about "Borderless Windowed" modes having extra input lag than exclusive fullscreen, when if the developer decides to use Flip Model presentation, it's actually much better than exclusive fullscreen (Which has the screen blank out for a while, alongside making alt-tabbing or screen recording through OBS a pain). The only way it would have extra latency is if you use a composition mode like Copy with GPU GDI or something of that sorts. You even see people like the one of the Valorant engine developers that did some absolutely bogus testing that doesn't even take that into account, causing even more misinformation. Yet another topic that really should stop being discussed in gaming discourse, because a lot of people clearly have no clue what they're talking about.
It is the same as FSR VS DLSS, they are not in the same league
Consoles are the abusive parent that has conditioned you to expect less and pretend it's more.
"True G-SYNC" advantages today:
-Variable overdrive
(Most relevant for people with VA panels or other panels with slow response times)
-It covers 0~18fps range due to hardware chip when "FreeSync" version gets disabled.
(When a G-SYNC monitor can cover 1~144Hz, range, the FreeSync version can cover 18~144Hz in the same model)
-NVIDIA Reflex (for anyone that cares)
"240Hz FreeSync" monitor beats easily any "144Hz/165Hz True G-SYNC" even in picture quality and are way cheaper, we are not on 2015 anymore. Most new monitors even o CES are FreeSync (FreeSync, VRR, G-SYNC Compatible, VESA Adaptive-Sync = Same thing) ones, few are "True G-SYNC", we don't need that anymore.
Feel free to go on Blur Busters and say them that "True G-SYNC" monitors are unbeatable, they will like, good luck.
But for FSR vs DLSS you are Right, the DLSS offer best quality.
You can have Low Input Lag for 30fps with consistent frame pacing, only with VRR monitor on PC.
You can use Scanline Sync method, but your Input Lag will be higher. Not high than using NVIDIA Half Refresh, but still high than using.
Input Lag (Lower to Higher):
1st. 30fps cap with VRR on an 120Hz+ monitor.
2nd. 30fps RTSS Scanline Sync method (V-SYNC OFF)
3rd. 30fps on Consoles
4th. 30fps on PC with V-SYNC ON and RTSS 30fps cap or NVIDIA Half Refresh.
Your 4 is very questionable. Half Refresh VSYNC will have significantly higher latency than a framerate limiter using normal VSYNC.
https://cdn.discordapp.com/attachments/778539700981071875/879905171176562688/unknown.png
https://cdn.discordapp.com/attachments/778539700981071875/879905229590650910/unknown.png
My PG27UQ running at 82 Hz, using half-refresh VSYNC to limit down to 41 FPS spends 22 ms waiting on the render queue (a full additional frame of latency) versus 3.3 ms in the queue with a framerate limiter.
It's possible RTSS 30 FPS limiter has comparable latency to half-refresh, but I doubt it. It should also be able to shave off a full frame of latency.
This monitor had a cost of 850 in 2018 and for that money I think its quality is impressive and it is worth having G-syn with module
High input lag feels crap no matter what platform you play on
Low FPS feels crap no matter what platform you play on
Keyboard and mouse is usually regarded as having lower input lag than controllers, thus said on both PC and consoles, granted you have a decent enough monitor or TV, is barely noticeable if noticeable at all.
Some games that are horribly coded also have input lag or command delay in that case. That said God of War never had any input lag issues even on base PS4, it had a locked 30FPS that was very bad for people used to high FPS tho and that's it.
This whole conversation deviated in people throwing tantrums at each other throwing various terms around, God of War is not a competitive game and 99.99% (and I'm generous here) of people in this thread are not pro gamers to notice a 0.01ms delay in a command input.
Stop looking at your FPS counter and your frame delay graphs and play the damn game already.
https://steamcommunity.com/sharedfiles/filedetails/?id=2714850439
Just move the Scanline slider until the colored bars are solid, and you're done.