SOMA
bbl shawty Aug 30, 2016 @ 8:29pm
apparently setting the "refresh rate" wrong, regardless of "v-sync" setting, causes microstutter
on a 60Hz monitor, I had it set to 75 "refresh rate" and "v-sync" off, and although the Steam overlay showed a steady 75-ish fps, the game appeared to be closer to 45. the same occurs with odd numbers like 56, 59, and 72. but with it set to 60, it's perfectly smooth i.e. a full, consistent 60 fps.

the vsync setting doesn't have any effect for some reason, but at least it's not stuttery now. :steamhappy:

on a related note: thank you Frictional for being one of the few developers to deliver a superbuttery game, unlike most devs that either think 30 fps is acceptable even in a 3D game, blame performance issues on their users' hardware, or don't care, i.e. most Unity devs.
Last edited by bbl shawty; Aug 30, 2016 @ 8:34pm
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Showing 1-3 of 3 comments
El Fuerte Sep 3, 2016 @ 4:00pm 
This is common knowledge for decades already. Framerate unmatched with your refresh rate (or half of it) causes micro stuttering.
Last edited by El Fuerte; Sep 3, 2016 @ 4:00pm
El Fuerte Sep 4, 2016 @ 9:08am 
What? Countless games have the refresh rate option. And i find that to be essential for any PC game.

It's common knowledge for years that if you want a smooth experience you have to match your framerate with your refresh rate. Disabling v-sync is good to get rid of input delay in multiplayer, but at the cost of screen tearing. And framerate different from the refresh rate causes micro-stuttering. Except when you're at half of it (30 fps looks best at 60Hz).
Last edited by El Fuerte; Sep 4, 2016 @ 9:10am
El Fuerte Sep 4, 2016 @ 5:53pm 
Originally posted by ambidot:
Originally posted by ⚕ RED ⚕:
What? Countless games have the refresh rate option. And i find that to be essential for any PC game.

It's common knowledge for years that if you want a smooth experience you have to match your framerate with your refresh rate. Disabling v-sync is good to get rid of input delay in multiplayer, but at the cost of screen tearing. And framerate different from the refresh rate causes micro-stuttering. Except when you're at half of it (30 fps looks best at 60Hz).
how does that change anything, technically? I'm writing a simple OpenGL game right now, and the only option is vsync, otherwise it renders as fast as possible. what would "refresh rate" do in the code, with vsync off?

You think every gamer in the world doesn't use v-sync? There is this thing called screen tearing that is unbearable for may people. Thus the importance of both v-sync and refresh rate options. You should know that if you develop games. Are you seriously telling me that SOMA is the only game you've ever seen with a refresh rate option? Matching refresh rate and framerate is a common knowledge for decades of gaming.
Last edited by El Fuerte; Sep 4, 2016 @ 5:57pm
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Date Posted: Aug 30, 2016 @ 8:29pm
Posts: 3