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Fordítási probléma jelentése
Second, it always was and will be problematic due to DWM as I explained before, so far years past and still no workaround including different RTSS settings.
Last, but not least, Fast Sync has similar problem with skipped frames as windowed mode unless you have twice more fps than your display refresh rate, but at this point with 120+ fps you don't need FSR at all.
Read above about "preferred method for new games". Intependent flip mode is another hot topic when it comes major Windows updates and graphics subsystem. So no, this is not "beliefs", this is a fact that was discussed and researched for years. If one ingnoring screen tearing or frame inconsistency doesn't make it non-existent. Seriously that feels kinda awkward to explain to a developer of a commercial software.
https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/
You can find many tests and benchmarks, tons of discussions on reddit or hardware forums for last 5 years about issues with framepacing and minimal/average fps that was introduced in Windows 8 with DWM and FO. And yes there were people who tried to deny or ignore it, of course, but it was explained and tested in many cases.
https://www.reddit.com/r/allbenchmarks/comments/ggcsvc/windows_10_fullscreen_optimizations_vs_fullscreen/
Unfortunately as I can see nothing changed, there is still people who ignore or not understand it and there is still no reliable solution, but dirty workarounds on the level almost nobody would even try to use them.
Take a look at the conclusion of the article you sent:
"However, and if we consider an usability / performance approach between the different presentation modes too, the most consistent, balanced and overall recommended option throughout all different display / sync scenarios, would be the "Win10 Fullscreen Optimizations" (FSO) presentation mode."
Sure fullscreen optimizations is not a DWM. I believe it's for bypassing DWM, which is independent or direct flip.
I think it all depends on the specific game and its implementation. Here are some quotes from the same article:
"While Border (DX11) FSO and FSE modes were almost on par in terms of frametime consistency, the FSB one was significantly smoother than both FSO & FSE in the 99-99.9th frametime percentile range"
"However, stability-wise, the FSE mode was significantly less consistent than both FSO and FSB modes"
"In fact, while stability on FC5 FSE mode was complete stuttering mess under the V-Sync scenario, FSO & FSB modes showed no significant differences in stability between them and didn't show any similar frame pacing issue."
"Stability-wise, and while there weren't remarkable differences between modes in FPS percentiles and FPS Lows metrics, there was a noteworthy worse frame pacing behavior under FSE vs both FSO and FSB modes."
"However, there were major differences between modes in terms of frametime consistency, being FSO mode significantly better than both FSE and FSB modes, and FSE the worst one showing a noteworthy frame pacing issue on this scenario."
As you can see these problems are also present in FSE.
P.S. Ironically, one of few dirty workarounds for borderless issues also require to use second monitor...