Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It adds some ms to the latency even so. In VF every little counts.
Sigh. Input Latency/frame latency and FPS are _Different_ things.
you should look up frame latency, dlss and reflex - and read up on the small things that affects latency ever so slightly. Instead of going upset-rant.
Yes very true. Also disabling vsync can further reduce delay. Its better to set a fps limit if one wants in their control panel.
No they are correct and aren't spreading lies. The actual ai processing is the reason for the added latency and doesn't reduce latency like you mention. It's very small but like what was said is that every little counts in a game like this. Any sort of Ai post processing is going to affect latency and it's just frame generation that tends to impact it more significantly. Using different controllers, using different monitors and obviously components in your computer all contribute to latency from the very input pressed to what is on screen. As mentioned above, I noted even vsync is recommended to be off to reduce latency.
This!, thanks
The real answer is, it depends.
not really..
reducing scaling below the threshold will reduce latency, where DLSS will guess what It needs to do and adjust..
Even in performance mode its still guesstimating in a game where every frame counts.
input latency means the time between input and you seeing the result on the screen. what factors into this are many things, like the delay of you input device to transmit the input, the response time of your display etc etc etc AND the amount of time a frame takes to render.
so if we are assuming a game has no hard frame limit but uncapped fps, then DLSS will reduce input latency, because it reduces the time it takes to full render a frame. thats why you get more FPS. if without DLSS you can manage 60 fps it takes one frame 16,6ms to render. if with DLSS you now get 90 fps, it now only takes 11,1 ms for a frame to render so now your input latency is reduced by 4,5ms. Yes, the AI up scaling takes some time, but it gives you more fps because having your GPU render at lower resolution + the time for upscale is faster than the time your GPU needs to render at output resolution. thats why you get more frames AND less input latency if the game has uncapped fps.
Now on to this game with a hard 60 fps lock: for a game like this it does not matter how fast a frame is rendered, as long as it is below 16,6ms to keep the 60 fps. what the game does is: it looks at the game state (including the inputs you made) every 16,6ms and renders a frame based on that, that is then stored and shown when 16,6ms are over. then the process is repeated. so as long as you can render the frame in those 16,6ms it does not matter if DLSS is on or off.
i hope you learned somehing.
as for people mentioning vsync and me mentioning DLSS frame gen. YES! those two add latency. Vsync does so because it buffers 1-3 frames (based on the buffer setting) so its 1-3 frames added delay. And DLSS frame gen buffers 1 frame because in order to generate the interpolated frame it already needs to know the next frame. so the added delay is 1 frame.
Try to look at the image that compare the latency of native, DLSS2 perf and DLSS3 with frame gen.
https://hothardware.com/news/dlss-3-frame-generation-digital-foundry-testing