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You could probably get one of those overlay things streamers use that show button presses, record a session, and then slow down the footage when it occurs. There are times it's so significant anyone would see how input to game action is delayed. Other times when it's very subtle and you would probably not be able to tell, even with slomo footage like that.
I don't have any framerate issues so if I took a video it would look perfect too.
I tried 60Hz with unlimited framerate so I might have had the wrong settings set maybe interpolation or something from unlimited caused issues but I don't know.
I think the input delay issues are mostly unnoticed because maybe it only affects people playing at a lower refresh rate/frame rate.
The console launch was horrendous with input lag, go see the game on the Xbox Store, it got low rated to oblivion partly due to input delay issues.
Yeah, you're right, that's a good idea, it's bad because it's a game based on reaction, and if the ball speed is so high it means you will have a very short time window to react, and the input delay will be large enough to exceed that short reaction window you will simply lose, when the ball is pinging all over the place or at the very least it will shoot it in the wrong direction.
Some UE4 games have issues with unlocked framerates and framerates above 60fps for sure. Usually more like stuttering than input lag, though. I definitely noticed an improvement for the random excessive flipper lag in FX when hitting the refresh rate vs capping it lower for gsync like I usually do in most games. People experiencing a lot of issues should try forcing 60hz and 60fps in their game and compare, Steam Deck or desktop. Also try setting the nvidia low latency in the drivers to on or ultra in that scenario and see if that helps any.
Would also suggest dx11 mode in fullscreen if you are adamant about taking full advantage of gsync & freesync. It just doesn't seem work properly in FX dx12 here for some reason. Created more issues for me. Usually variable sync reduces input lag over vsync, in FX it was doing the opposite. ymmv of course.
As soon as you put the Pincab DMD ( for those who play with Pincab ) on another screen than the main screen, you loose aprox. 25% of fps. If you put the Pincab DMD ( i talked about the Pincab DMD in Pincab option, not the virtual "standard" DMD ) on the main screen, no problem
The game offers perfect frame pacing. I always have riva tuner running and it is perfect flat line. If you want I can post a screenshot from a recorded session. It is 100% flat at 7.1 ms, (139 fps lock) it can´t be better, regarding frame pacing. But it would be good if someone who has issues shows bad frame pacing.
I limit my frames with riva tuner to 139 and let the game on unlimited with Gsync.
There are no streaming stutter but shader compilation stutter (when you see an effect for the first time).
Are you guys sure that you turned off vsync? But I would like them to add Nvidia reflex, since 100% there is always room for improvement.
However on my steam deck I notice it a lot. But 139 vs 60 fps is likely the issue.
I tried some side by side comparisons with desktop vs. steam deck last night, and the flippers are much more responsive on the deck. MUCH more. Too bad steam deck does not easily allow you to do portrait mode.
Thanks for the info! I am starting to suspect it's just an issue with the programming of the physics engine then? Maybe something related to the speed or location of the ball. Without having a frame-time graph, I can still agree the game appears to be running smoothly locked at 120. I've tried all combinations of vsync on and off and various framerates. Currently I'm having vsync off in the driver, off in-game, but using the 120fps setting in-game. Feels responsive enough, other than the 'end of flipper' lag.
Glad I'm not going mad :) But not glad that it's there since it does ruin the game. I have conditioned myself to be afraid of flipping late now.
Please, can you try all these exact settings from my previous post that I'm quoting now?
Apparently these could fix the issue as there are valid results