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回報翻譯問題
No issues at all
Make sure you’re using latest version
It's harder to turn Reflex stuff off in RTSS, but is doable. SK has checks that run for 300 frames before it starts adding Reflex markers, because if two pieces of software add latency markers in the same game, the driver panics and stops pacing stuff... Frame Generation, in fact, will generally stop working altogether.
Either upgrade RTSS to 7.3.6 or do not force CPU thread affinity if you stay on 7.3.5. Both will solve the issue:
https://steamcommunity.com/app/2420110/discussions/0/4292566217062459035/?tscn=1711211328#c4292566446028376849
The most recent version has GUI option for disabling Reflex latency markers injection. But this specific issue is not latency marker related.
Sorry for assuming.
Nixxes games are the only ones I've seen -super- finicky about Reflex. Their frame generation code is somewhat of a nightmare on multi-monitor and HDR systems, I've never been able to make SK fully compatible despite SK having full support for multi-monitor display management.
I wonder if that has anything to do with their games (when working properly ;)) delivering astonishingly stable frame times. They seem to do something different that avoids the wildly fluctuating frame times you see in many games these days (mainly UE4 😅).
I noticed that while testing different combinations of settings to analyze the DualSense bug on day 1: CPU utilization didn't change at all when setting the game to exclusive fullscreen with 30 Hz, but it did when using RTSS to cap the game to 30 fps. Even more surprisingly, CPU utilization without v-sync was lower than with v-sync, even though this way I got about 300 fps in the game menu instead of 120 with v-sync.
I'm not complaining, the game runs very well on my PC, in terms of perceived smoothness probably one of the best AAA releases in recent years. It's just interesting how counter-intuitive the engine reacts to some changes.