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Ein Übersetzungsproblem melden
Why would you want to play a game at 150fps on a 60htz display? It's just a complete waste of electricity.
Don't know if AMD has something like FastSync.
The monitor has a set response time regardless of the frametime, Playing at high framerates wont change that. If this is what's important to you, go buy a 0ms monitor not a new GPU.
Vsync needs to be OFF using Vulcan, with Vsync on the game defaults to your monitors Hz.
So if your monitors is running at 50Hz the game sticks to 50 FPS etc.
I tried these settings as a test using the in game options/settings menu...
OpenGL Borderless with no vysnc = got screen tearing but no input delay, 100+ fps
OpenGL Fullscreen with no vsync = got screen tearing with no input delay, 100+ fps
OpenGL Borderless with vsync = screen tearing gone but with very noticeable input delay, 60fps
OpenGL Fullscreen with vsync = screen tearing gone but with very noticeable input delay, 60fps
Vulkan Borderless with no vsync = No screen tearing and no noticeable input delay, 100+ fps
Vulkan Fullscreen with no vsync = No screen tearing and no noticeable input delay, 100+ fps
Vulkan Borderless with vsync = No screen tearing but SLIGHT keyboard input delay, 60fps
Vulkan Fullscreen with vsync = No screen tearing but SLIGHT keyboard input delay, 60fps
Keep in mind that enabling vsync in game does not appear to invoke a simple FPS cap command, but instead invokes a timing command. Timing and capping appear to be two different things from my perspective. Quake 3 and Quake3 engine games used r_swapinterval for this, and also had a com_maxfps command - They were two different things though, and Doom 2016 appears to use a similar set of commands to accomplish the same thing.
I'm quite happy with 60fps or even a tad lower. I'm listing the high fps as test criteria for this vsync topic, not because I need anything over 60fps. ;)
I would like to limit my fps to 60 anyway and FRTC in AMD Crimson is not working. Any other way to do it?
R9 380 Nitro 4 GB with latest Crimson drivers (16.7.2)
http://steamcommunity.com/app/379720/discussions/0/358417461606572430/
Vulkan is in fact running in Borderless window all the time, hence the no tearing. And people noticing input lag when in "Fullscreen" are in fact experiencing lag from the Window Manager sync on Windows. It is not indeed true fullscreen. You can test simply if you have a windows volume hotkey, or usb dongle, or something. The volume bar adjustment will actually appear on top of the current window.
The Windows Desktop Window Manager (DWM) has an abysmal vsync implementation that causes Windowed and Borderless programs to miss vblank several times over short periods of time so you end up with micro-bursts of frame skipping or duplicate frames. So while the frame rate remains great, what you see "looks" stuttery because the video frames are not being presented to the display correctly.
Fullscreen Exclusive Display Mode is unaffected by the DWM and will utilize the games Vsync implementation designed by the game developer which works very well and is unlikely to produce frame skipping or duplicate frames (Most games use a more traditional/brute force vblank detection routine dating back to the 90's) so frame pacing is very consistent in this scenario.
Currently Fullscreen Exclusive Display Mode is only available in DOOM's OpenGL mode, not Vulkan.
Edit: I'll admit, Windows 10 Build 1511 and newer seem to have greatly improved the DWM but it still does often have periodic bursts of failing to detect Vblank (Their very small bursts of missing/duplicate video frames). Windows 10 RTM through to Vista have abysmal DWM's (Very long, very, very frequent bursts of missing/duplicate video frames).
Asked on reddit, got the same spiel about borderless window. It's a thing apparently. A pretty good giveaway is the lack of a flicker/hitch when changing from borderless to fullscreen. The only thing that pops up is the save icon on the top left.
It's not the end of the world from a technical standpoint I guess, but when it comes to an actual hardcore shooter, input lag is always a big no-no. And even though I know there would be people who don't notice it, back to back, the shooting feels crisper in fullscreen, always.