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
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!
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
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.
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.
It's literally a marketing tactic that costs us gamer's perceived fps.
TL;DR
none LOL
this
also freesync gang 8)
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.
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.
6,9-7 MS after tweak.
Seems worse.
r5 3600x
3080 FE
32gb RAM
on a Samsung SSD.
144fps obviously by the MS.