Deep Rock Galactic
ELK Jul 29, 2020 @ 10:16am
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! Trick to Greatly Reduce Input Lag !
In the steam library right click Deep Rock Galactic. Click properties.
Navigate to the Local Files tab.
Click Browse Local Files.
Navigate to \FSD\Saved\Config\WindowsNoEditor\ (or the linux folder if you're on linux)
Open Engine.ini
Add this to the bottom OR just the second line to below [SystemSettings] if it is already present

[SystemSettings]
r.oneframethreadlag=0




EDIT:

The most common responses to this topic have been that this will negatively impact performance & that you do not need a small decrease in input lag in a PvE game.

This will NOT negatively impact your performance I have a post explaining this in detail on page 2 of this thread.

The decrease in input lag is not small it's huge, and the purpose isn't for an advantage it's to make the game more comfortable to play. As all of Linus's tests have shown your skill level depends if you'll be able to notice the change in input lag.
Last edited by ELK; Dec 17, 2020 @ 4:48am
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Showing 16-30 of 59 comments
ELK Jul 30, 2020 @ 9:16pm 
You are changing the pre rendered frame from TWO to ONE with this tweak actually. Nowadays I use nvidia ultra low latency, which was actually tech designed by amd. Nvidia caught up less than a week later BUT we can laugh at them both it's just common sense but rip autismo programmo...

That actually waits for the gpu to want to draw a next frame and the cpu must do the data there (slight loss in fps, heavily loss in minimum fps, RIP engine benchmarks)

Engine overrules in deep rock galactic case. It's 1 for sales purposes [which is actually 2 because it's not JIT just in time compiled].Change it to 0 (which is actually 1 because engine is handling way more than driver in unreal engine 4, deep rock galactic).....








look lol.... it's 1 for sales, 0 makes it run way better,... the actuall 0 is modern tech which isn't available in DRG which is where the cpu won't do anything until the gpu wants to draw a new frame.... It's WAAAAY better in every way for the consumer but it's WAAAAY worse for ID trying to sell their unreal engine 4 which is an AMAZING engine that has done INCREDIBLE things and I would not have it any other way but



Change this setting to 0 to make your game run better, it's default to 1 for marketing, I have yet to any game change it to 0, even EXTREMELY PROFITABLE ones. Anyone making their own engine will be 0 or modern tech which is actually JIT 0..... Deep rock didn't need genius making an engine and It's one of the most incredible games to date!
Stellar Fox Jul 30, 2020 @ 10:27pm 
my man editing game files to reduce input lag from 0.0000003 milliseconds to 0.00003 so he can get the advantage and headshot the AI controlled monster in a PvE game before it kills him
ELK Jul 30, 2020 @ 10:32pm 
my man assuming... How many zeros was that? instead of 30ms lol

This default UE4 vaule is to sell amazing benchmark stats which completely ignore any added input lag. The sales benchmarks doesn't care if input is 20 seconds behind
Last edited by ELK; Jul 30, 2020 @ 10:33pm
ELK Aug 2, 2020 @ 3:52am 
Giving this a bump so others can fix input lag
ELK Aug 8, 2020 @ 1:45pm 
Originally posted by Radiance:
Setting pre-rendered frames in any game to 0 or 1 can and will obliterate your performance if you are CPU limited, so if the game's maxing out your CPU which it does pretty easily I would not recommend this.

Otherwise, sure. Also worth noting that you can accomplish this within your GPU's control panel and apply it to any game.

Actually, changing the setting in your GPU control panel will have no effect because the queueing is engine level in deep rock galactic. This applies to all UE4 games. Unity too. It will however effect CS:GO and other games that the queueing is not engine level.
Dozey Aug 8, 2020 @ 1:54pm 
But at what cost
ELK Aug 8, 2020 @ 2:26pm 
I will explain the performance impact in more detail.

There are 3 scenarios. You are either gpu bottlenecked, cpu bottlenecked, or neither because you are using an fps limiter, vsync, ssync, gsync, free sync, adaptive sync, etc... all sync except nvidia fast sync or amd enhanced sync but they cause stutter.

(((
Unrelated but if you want vsync without input lag don't use fast sync or enhanced sync use RTSS ssync as it doesn't have stutter, and it doesn't bottleneck you, and if you're gpu bottlenecking that will cause input lag so it's that much better.
))))

SCENARIO 1: GPU BOTTLENECK
If you are gpu bottlenecked and change r.oneframethreadlag to 0. It will have NO impact on your fps. Input lag will be reduced by an entire frame. "Perceived" fps will be greater due to the greatly reduced input lag.
-Your gpu will now always grab frame 1 from the queue instead of always grabbing frame 2 from the queue because the queue size was reduced to 1 from 2 thanks to r.oneframethreadlag=0.

SCENARIO 2: CPU BOTTLENECK
If you are cpu bottlenecked and change r.oneframethreadlag to 0. It will have NO impact on your fps. Input lag will NOT be reduced. "Perceived" fps will not change.
-Your GPU will idle as it waits for the cpu to generate the needed data. This is actually lower input lag than a gpu bottleneck with r.oneframethreadlag=0. It is the situation that AMD anti-lag or Nvidia ultra low latency forces in games that use driver level queueing instead of engine level queueing. Deep rock galactic uses engine level queueing so changing pre-rendered frames or either of the AMD/Nvidia setting mentioned will have absolutely ZERO effect on deep rock.
--However if there is a frame(s) when you are gpu bottlenecked on a mainly cpu bottlenecked machine changing r.oneframethreadlag to 0 will lower your fps, but it will NOT increase your perceived fps as the input lag will be increased on those frames.

SCENARIO 3: NO BOTTLENECK
If you don't have a bottleneck because you are using an fps limiter or some form a syncing that limits your fps like vsync or ssync and change r.oneframethreadlag to 0. It will have NO impact on your fps. Input lag will be reduced by an entire frame. "Perceived" fps will be greater due to the greatly reduced input lag.
-Your gpu will now always grab frame 1 from the queue instead of always grabbing frame 2 from the queue because the queue size was reduced to 1 from 2 thanks to r.oneframethreadlag=0.
--You will have much less input lag than scenario 1 as a gpu bottleneck causes a good deal of input lag. Sometimes up to 40% more.

There is no good reason to not change r.oneframethreadlag to 0. It some situation it can increase your fps, but it will not increase your perceived fps when it happens. However these higher FPS number do look good, and if you're trying to sell a video game engine it will help sales, even though your game will run much worse in perceived fps given scenario 1 or 3 or the special case --2. It's all about the money.
ELK Aug 8, 2020 @ 2:32pm 
Originally posted by Dozey:
But at what cost
FPS may be lower sometimes, but "Perceived" fps will never be lower. If you are getting 300fps but add a MASSIVE 100ms of extra input lag it's going to feel like you're getting 10fps. This is what I'm coining perceived fps. (it would actually feel more like 2x that-> 20 fps, due to monitor scanout.)

It's literally a marketing tactic that costs us gamer's perceived fps.

TL;DR
none LOL
Last edited by ELK; Aug 8, 2020 @ 2:41pm
ELK Dec 9, 2020 @ 10:50pm 
bump4 pro gamers
kestrel Dec 10, 2020 @ 11:47am 
Originally posted by Fuhrererer Dolan:
This is a PvE swarm shooter. I don't think most people need those .000000000003 response times for the trick 180 no scope headshots.

this

also freesync gang 8)
livinghell Dec 10, 2020 @ 3:47pm 
It feels like it really reduced preceived input lag.
ELK Dec 17, 2020 @ 4:34am 
The purpose of changing this setting is not to get an advantage like you would in a competitive first person shooter where even a very small advantage is a considerable advantage for player vs player combat. The amount of input lag you're saving is an ENTIRE FRAME this is ~16ms at 60fps or or ~8ms at 120fps. If you're used to playing competitive first person shooters at a high skill level you will INSTANTLY notice that DRG has some serious input lag. It is very ANNOYING and UNCOMFORTABLE.

For a pro gamer this will save them from a really annoying and uncomfortable amount of lag that makes the game hard to enjoy.

For a gamer it will be a welcomed improvement.

For anyone else they're not going to notice.
brg Dec 17, 2020 @ 6:09am 
I'm a pro gamer that has literally top-scored in every single Team Fortress 2 match I have played for nine years and have made a total career earning of four hundred thousand dollars from said top-scoring, and I appreciate this post on removing input lag in Deep Rock Galactic. Thank you. :pickax:
oriole Jan 11, 2021 @ 10:38am 
Oh my GOD, you are the best, man! Thanks for linking this thread to another related thread so i could see this, and not saving any effort explaining these things to people, despite their lazy dipsh*ttery.

I can actually come back and play the game with clear conscience and without being constantly physically weighed down!
I fricking knew that this had something to do with unreal engine, as this same oneframethreadlag thing needs to be done with games like borderlands too.
Last edited by oriole; Jan 11, 2021 @ 10:44am
Evono Jan 12, 2021 @ 2:00am 
hmm 6,9 MS frametime before tweak.
6,9-7 MS after tweak.

Seems worse.

r5 3600x
3080 FE
32gb RAM
on a Samsung SSD.
144fps obviously by the MS.
Last edited by Evono; Jan 12, 2021 @ 2:01am
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Date Posted: Jul 29, 2020 @ 10:16am
Posts: 59