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Oh, so this is simpler than I thought? The monitor capability of syncing with the FPS has this "max limit" advertised by the companies, but actually we are not to use it to a max.
Both videos you sent me are about scanline sync, judging by the titles. So, Front-edge-sync is just a turn-it-on kind of thing that doesn't require fiddling?
I'll watch them carefully later today. I'm gonna have to even see if this is gonna make any difference on my end since thus far I'm using a monitor with no VRR at all. And probably gonna have to use a game that can provide steady and tons of FPS, like Half-Life 2.
As for the process with my new monitor, I'm not sure, but I think Dell takes care of this.
Scanline sync specifically is meant for use on a fixed refreshrate display. It should make a difference for you. Once you learn how to set it up, you can run vsync-off without tearing or the latency associated with vsync. You can configure this in any display mode, 30hz, 60hz, 120hz or 144hz. Doesn't matter.
I use it in conjunction with LSFG to get as low a latency as functionally possible in a game, with a steady frametime, before LSFG comes into play.
Scanline sync is not needed for VRR, as VRR syncs the frames for you.
Interesting. So Scanline-sync is like a legacy software technology. Should I bother then? My VRR monitor is arriving... Haha.
I just watched both videos. You were right. Coffee is needed. Not only because the process may take a while, but because he is speaking in an ASMR voice. I'm half asleep here now... lol
But, what's the difference, actually? The "coolest method" seems to get the job done and it's way simpler and easier than the "even cooler method".
https://forums.guru3d.com/threads/msi-ab-rtss-development-news-thread.412822/page-163#post-5951576
I thought i'd post both because the first video demonstrates the concept somewhat more clearly.
Btw, I tested my monitor 3 times and it went like this:
Chrome 144,007776
IE 144,007718
Chrome (fullscreen) 144,007692
Idk what numbers to use, but since on his latested video he just used the very first one he got, then I'll use this 144,00769. There's no room for the 2.
The “Global”-file is not a .cfg-file, it does not have a file-extension.
If its not in the profiles folder already, maybe changing something in the global profile in RTSS (like framerate limit, don’t forget to undo when finished.) will make it appear.
-Open Notepad as Administrator.
-Press Ctrl+O
-Navigate to RTSS’s profile-folder.
-Set from “Text Documents (*.txt) to “All files (*.*)”
-Type “Global” in the “File name”-field and press Enter.
Yup, use the 144.00769.
With the calculator 1/2 or 1/3 this number and put this into RTSS.
RTSS does not accept a comma as separator on my end btw, i use a period.
In theory you are fine to use either 144.007(more stability) or 144.006/144.005(less latency). As these browser Hz-tests tend to, in my experience, give you numbers that are ever so slightly bigger then actual refresh rate. Possibly leading to filling up of any present frame-buffers when using it as a framerate-limit.
Slightly subtracting will lead to less latency by keeping any present frame-buffers empty by always rendering slightly less frames than you can display. At a theoretical cost of slightly more stutters.
In your case, setting 48, 72 or 144 would probably cause one- or a small series of stutters every ~140sec.
-1fps = 1 stutter every 1sec /More frequent stutter, more decreased latency.
-0.1fps = 1 stutter every 10sec
-0.01fps = 1 stutter every 100sec
-0.001fps = 1 stutter every 1000sec /Less frequent stutter, less decreased latency.
Subtract from framerate-limit after dividing by 2 or 3. Somewhere between -0.001 and -0.003 is probably where you want to be.
After watching the tutorial, but before executing it, try the following;
-Enable all latency lowering options; Vsync off, ULLM on.
-Get tearing in game. LSFG hides this, disable it.
-in RTSS; select game specific profile.
-In RTSS's Setup-menu; enable “frame color indicator” on either “color sequence” or “3 bars”.
-In RTSS's Setup-menu; uncheck "Enable passive waiting".
-in RTSS's Setup-menu; set "Enable framerate limiter"-mode to "front edge sync".
-Always click "OK" when changing something in RTSS's Setup-menu.
-For framerate-limit value use 144.00769 divided by 2 or 3, minus 0.001 or 0.002.
-Try front-edge sync with a scaline-sync value of -300 for less latency or 150 for more stability/latency.
OR (useful for demonstrative purpose)
-Try -300/-400 for back-edge sync. This should be far less stable.
Tinker with the “Framerate limit” and “Scanline sync”-values and observe changes in tearline-behaviour. This might give you enough of an idea of how scaline-sync functions. As the tutorial is superfluous for the purpose of using hybrid-scanline-sync + vsync-off + LSFG.
Once you get your front-edge tearline to drift ever so slightly downward over time (never upwards over time), enable LSFG.
Scanline-sync/LSFG/RTSS tips;
-“More stability” and “less latency” are pretty much mutually exclusive, for the purpose of syncing/limiting your game for use with LSFG.
-Using an external limiter, RTSS for example, can cause unexpected behaviours/stuttering in some games. SOTTR being one example.
-Use individual game.exe-specific profiles in NVCP, RTSS and LS when tweaking, to avoid contamination. Setting stuff “globally” might work perfectly in your game, but might screw up LSFG-ing videos in a web browser.
-Hovering you mouse over anything useful in RTSS will provide tooltips. These can teach you a lot about it’s workings.
-RTSS’s (default?) “async” limiter-mode does not provide stable frametimes, by design. And basically necessitates the use of vsync for your game, increasing latency. More useful for VRR than for LSFG.
-When using scanline-sync, disable Gsync/Freesync/VRR and start from a vsync-off, game-is-tearing base-point.
-LSFG will hide tearing. Get game to tear- and dail in scanline-sync without it enabled.
-If you are having a hard time getting your game to tear, try in NVCP; ULLM combined with vsync-off. If still no tearing, set ULLM in NvidiaProfileInspector. As a last resort setting Fast-sync could provide lower latency if unable to get the game to tear at all.
-Enabling RTSS’s frame color indicator will allow you to see the location/behaviour of your tearline. I recommend “color sequence” or “3 bars”. “2 bars” can cause image retention on LCDs.
-Front-edge sync provides the most stable tearline and is most useful for hybrid-scanline-sync + vsync-off + LSFG. Try a scanline-sync value of -300 for less latency or 150 for more stability/latency.
-Back-edge sync provides lower latency, but a much more eratic tearline. Might need vsync, negating it’s lower latency. Try a scanline-sync value of -250 to -400 for more stability.
-LSFG itself does not add much latency. Using it will however amplify the latency your game has when activating it. Sometimes drastically. But if you start with practically no latency, LSFG will probably never make it unbearable.
-Latency can increase drastically if GPU-bottlenecked, avoid this if latency is at all a concern.
-”GPU useage” does not tell the complete story of what’s going on behind the scenes. Its not uncommon for stutters/bottlenecking to occur when running game+LSFG at more than ~85% GPU useage.
-From my experimentation there is very little latency gains to be had from tinkering with LS’s settings in NVCP. Probably don’t bother besides “Allow tearing” if you feel so inclined. Fast-sync + “Allow tearing” seems to have some effect, but I can’t for the life of me determine if it’s positive or negative. Use a separate LS.exe copy (Ctrl+C , Ctrl+V) when experimenting.
-If your LSFG result is stable with scanline-sync; run game without vsync. LSFG will vsync the end-result. Vsync’ed-game + LSFG might needlessly increase latency. Especially at lower base-framerates(<55fps).
-In-game camera-style motion-blur can hide jitter and slight stutters. If you can stomach it, you can try enabling this instead enabling vsync as means of stabilization.
-Results can almost always be made more stable by enabling vsync at the cost of more latency.
-Different vsync’s in order of increasing stability/latency; Fast-sync > In-game ~ Force on > 1/2 and 1/3 sync.
-Results can be further stabilized by setting 1/2 or 1/3-sync for your game in NvidiaProfileInspector. I only recommend this for use with RTSS's Reflex limiter-mode. Probably too much latency otherwise.
-RTSS’s Reflex limiter-mode provides the lowest latency, but it’s tearline cannot be steered. I don’t recommend it’s use without 1/2 or 1/3-sync, a higher base-framerate (>72fps) and ~25% GPU-headroom w/LSFG enabled. Reflex seems to dynamically lower the framecap when GPU-usage is too high, leading to framedrops when using it with LSFG.
Scanline-sync is a very useful technique to learn regardless of LSFG. I use it in favor of regular vsync for lower latency whenever possible.
For LSFG just follow the same steps and divide your framerate-limit by 2 or 3.
For instance, in your comment you said something about forcing to find the screen tearing if there's none. I thought there was always a screen tearing. HL2 with Vsync is already smooth AF and whatever screen tearing there might be, I can't see as a bad experience. But, hey, that game is almost no input lag no matter what. HL2 is perfection. I'll try the video's guide in the hopes that it somehow makes it even smoother like I'm looking through a window. If I don't get that result, then I don't see the need for all of this. Haha.
Regardless, once again, I'll save your comment on a notepad. That's gold.