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Fordítási probléma jelentése
Have you checked if v-sync is on? That's notorious for causing input lag.
A good solution for me was to use MangoHUD and it's frame rate limiter. When standing still the frame time graphs are nearly identical. However, with MangoHUD the input latency is greatly improved. The Deck limiter likely has double or triple the input latency.
MangoHUD can be installed via Discovery app in Desktop Mode. Then in Elden Ring Launch Options in Steam, you use the command:
MANGOHUD_CONFIG=fps_limit=30,no_display mangohud %command%
NOTE: When I used this recently, it didn't work initially. It could be 1 of 2 things:
1. I had a typo that I didn't notice due to the small screen
2. It requires Developer Mode to be enabled in Settings
I just tested it and it works great, so let me know if there's a problem when you try it.
RyalMetalKnights: thank you! That did seem to make a big difference for Elden Ring! I do wonder then why Valve wouldn't implement a similar system into their frame limiter.
I also did notice that I can no longer be summoned into other worlds though, and the game crashes every time. However, I can summon other players to mine with no issues. Perhaps the loading screen is where things fail. Hmm I'll do more testing
Cap it at 40 fps.
https://www.youtube.com/watch?v=DA2EqFqIPM4&feature=youtu.be
Think years to a decades. More begging will not help. The real problem is input polling relative to the vblanks.
Right now, the wayland transition is moving smoothly in Linux. Wayland frames are timestamp which means you can start to measure latency.
https://gitlab.freedesktop.org/wayland/wayland-protocols/-/issues/22
https://danluu.com/input-lag/
https://zamundaaa.github.io/wayland/2021/12/14/about-gaming-on-wayland.html
https://ppaalanen.blogspot.com/2015/02/weston-repaint-scheduling.html
Maintainers are all talking about the problem. This stuff is hard to do and requires extreme deep integration with the OS to get the numbers right. People care about this problem but it is a multi headed hydra.
https://github.com/ishitatsuyuki/LatencyFleX
https://github.com/KhronosGroup/Vulkan-Docs/pull/1364
You are misunderstand the sheer amount of work to reduce input latency. Linux cares and has potential to make a difference in this area, but it is just potential. People will need to do multi million to billion dollars worth of work. Linux do not even have the proper latency tools to measure input yet because they have bog down by Nvidia users and Xorg luddies.
If you really want to help, donate to various important Linux projects. Tell hardware manufacturers to provide FOSS drivers. I do not mean OSS which is just open source, I mean free and open source. Let the community view the source code down to into the firmware.
Better than capping at 30 fps.
https://youtu.be/GF8NzlBiaOM?t=602
40 fps is the half way point between 30 and 60. Best place to cap frame rate and has been the recommend cap in the steam deck for most games.
Yeah I actually tested it again after watching the newest DF video (they really buried the lede until the end). I was being dumb and using an emulated game which definitely didn't like being artificially limited by the system frame rate cap. Using normal games through proton is fine now and much improved over the older SteamOS versions. The latency now feels almost normal at 30FPS instead of being annoyingly laggy. I'm sure there are still minor improvements they could make but this now feels more playable