Outlast 2

Outlast 2

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Sensei Will Oct 15, 2016 @ 6:03pm
60 FPS & V-Sync?
Has anyone been able to get V-Sync to work properly without capping the demo at 30 fps?

Specs:

i5-4690k
MSI Radeon R9 390X
Gigabyte G1 Sniper Z97
16GB DDR3 Ram @ 1866
Corsair H100i
Seagate 1TB HDD


With V-Sync on, it's capped to 30 FPS. With V-Sync off I get hella screen tearing. Why is there no middle ground? I would really like to not have to choose between sub-par frame rate and screen tearing.I tried to force external V-Sync with Radeon Pro, which normally works, but to no avail.

Any help would be appreciated.
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Showing 1-8 of 8 comments
Clord Oct 16, 2016 @ 6:53pm 
It ran at stable framerate so I didn't really notice if the framerate was capped at 30 or 60 when vsync is on. However I think it was 30fps as it seemed to "run smooth" on 4K resolution.
Last edited by Clord; Oct 16, 2016 @ 6:55pm
BleuBleu  [developer] Oct 17, 2016 @ 11:03am 
We will look at triple buffering for the final game if we have time.

Most displays provide a v-sync every 60th of a second (or whatever the refresh rate is) and this is the only time a game can present a frame without tearing. This mean that your game will always be tear-free at multiples of this fraction: 60 fps (1/60th), 30 fps (2/60th), 20 fps (3/60th), 15 fps (4/60th), etc.

In your case, your GPU might be able to run at something like 45fps, but vsync causes your frame rate to round down to one of those fractions (i.e. 30). When you turn of vsync you end up presenting frames in the middle of vertical refreshes, causing tearing.

Triple buffering (if we ever do it) would alliviate this problem. Keep your fringers crossed for the full game!
Sensei Will Oct 20, 2016 @ 5:53pm 
Originally posted by BleuBleu:
We will look at triple buffering for the final game if we have time.

Most displays provide a v-sync every 60th of a second (or whatever the refresh rate is) and this is the only time a game can present a frame without tearing. This mean that your game will always be tear-free at multiples of this fraction: 60 fps (1/60th), 30 fps (2/60th), 20 fps (3/60th), 15 fps (4/60th), etc.

In your case, your GPU might be able to run at something like 45fps, but vsync causes your frame rate to round down to one of those fractions (i.e. 30). When you turn of vsync you end up presenting frames in the middle of vertical refreshes, causing tearing.

Triple buffering (if we ever do it) would alleviate this problem. Keep your fringes crossed for the full game!

Thanks for answering!

I looked around to figure a way around this and in the process discovered the way to remove the FPS cap entirely and when I played it with now FPS cap i was getting like 150-200 FPS. I know that my GPU can handle very high FPS for this game, I guess the problem is i have a 60HZ monitor and for some reason I haven't been able to get the game to cap at exactly 60FPS, it's something like 62 or 63 fps when capped so I still see screen tearing.
BleuBleu  [developer] Oct 21, 2016 @ 12:55pm 
Originally posted by Cerberus5123:
Originally posted by BleuBleu:
We will look at triple buffering for the final game if we have time.

Most displays provide a v-sync every 60th of a second (or whatever the refresh rate is) and this is the only time a game can present a frame without tearing. This mean that your game will always be tear-free at multiples of this fraction: 60 fps (1/60th), 30 fps (2/60th), 20 fps (3/60th), 15 fps (4/60th), etc.

In your case, your GPU might be able to run at something like 45fps, but vsync causes your frame rate to round down to one of those fractions (i.e. 30). When you turn of vsync you end up presenting frames in the middle of vertical refreshes, causing tearing.

Triple buffering (if we ever do it) would alleviate this problem. Keep your fringes crossed for the full game!

Thanks for answering!

I looked around to figure a way around this and in the process discovered the way to remove the FPS cap entirely and when I played it with now FPS cap i was getting like 150-200 FPS. I know that my GPU can handle very high FPS for this game, I guess the problem is i have a 60HZ monitor and for some reason I haven't been able to get the game to cap at exactly 60FPS, it's something like 62 or 63 fps when capped so I still see screen tearing.

We allow the engine to tick at a slightly higher frame rate than your screen refresh rate (If you see 62 it probably mean you have a 60Hz monitor). There really is no point in trying to render more frame than your monitor can display, you will simply see portions of half-rendered frame. If you are confident your GPU can maintain a solid 60FPS, simply enable VSYNC and you will get no tearing. If you cannot maintaint 60FPS, you will unfortunately drop to 30FPS until we add triple buffering in the final game,
sushibeans609 Nov 2, 2016 @ 6:11pm 


Originally posted by BleuBleu:
We will look at triple buffering for the final game if we have time.

Most displays provide a v-sync every 60th of a second (or whatever the refresh rate is) and this is the only time a game can present a frame without tearing. This mean that your game will always be tear-free at multiples of this fraction: 60 fps (1/60th), 30 fps (2/60th), 20 fps (3/60th), 15 fps (4/60th), etc.

In your case, your GPU might be able to run at something like 45fps, but vsync causes your frame rate to round down to one of those fractions (i.e. 30). When you turn of vsync you end up presenting frames in the middle of vertical refreshes, causing tearing.

Triple buffering (if we ever do it) would alliviate this problem. Keep your fringers crossed for the full game!


enjoyed the demo thanks a lot. just wanted to ask if our systems can run the demo well enough are we good for the final game? hopefully their arent too many changes cos with the current graphics customisations you have i can tweak it enough for it to run considerably well for me.
are you able to comment?
BleuBleu  [developer] Nov 3, 2016 @ 11:13am 
Originally posted by sushibeans609:
Originally posted by BleuBleu:
enjoyed the demo thanks a lot. just wanted to ask if our systems can run the demo well enough are we good for the final game? hopefully their arent too many changes cos with the current graphics customisations you have i can tweak it enough for it to run considerably well for me.
are you able to comment?

We plan to maintain the same minimum specs for the entire game. We target 1080p/60 fps on both xbox one and PS4 and by optimizing for both of these, we usually end up with a PC version that can run smooth on a wide range of hardware. So yes, if you have been able to run the demo, you should be absolutely OK for the full game!
BleuBleu  [developer] Apr 24, 2017 @ 7:03pm 
This is an old thread, but just in case someone has similar issues with the full game, please refer to the settings guide.

http://steamcommunity.com/app/414700/discussions/0/1318835718946614125/
Sensei Will Apr 24, 2017 @ 7:09pm 
Originally posted by BleuBleu:
This is an old thread, but just in case someone has similar issues with the full game, please refer to the settings guide.

http://steamcommunity.com/app/414700/discussions/0/1318835718946614125/

The fact that you came back here to answer this despide the thread being almost 6 months old gives me hope. Looking forward to release day!
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Date Posted: Oct 15, 2016 @ 6:03pm
Posts: 8