Lossless Scaling

Lossless Scaling

What is your guys' RTTS settings?
I assume using nvidia reflex FPS cap vs async = better latency but slightly worse frametime graph (although in game they both felt the same to me in terms of frame pacing)

How about inject nvidia reflex latency markers? Do you enable that for all games or only if a game does not have native reflex?

I personally favor injecting reflex through RTTS and also using "NVIDIA reflex" FPS cap in RTTS and turning off reflex in game simply because reflex ON with vsync ON in NVCP also does an FPS cap so i dont wanna stack FPS caps on top of each other
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Spook Jan 23 @ 12:21pm 
Originally posted by HabibiFresh:
[...]

https://www.youtube.com/@oakenglass/videos
Has probably covered everything you'd want to know about limiting with RTSS and low latency syncing. If you want to increase your knowledge about low-latency syncing, watch his videos. They mostly are short, but really information-dense.

Do note that his testing is deep but narrow, and results can/will probably vary per game/engine. Still very useful for learning different methods, which you can then measure and compare yourself with programs such as;

https://game.intel.com/us/intel-presentmon/
and
https://gpuopen.com/flm/

Personally, when I last actively used LSFG, I used hybrid scanline-sync, check Oakenglass' video on it. Without LSFG I use vsync-off/tearing + scanline-sync and suffer the (very) occasional tearline.


*RTSS RivaTuner Statitsics Server
Last edited by Spook; Jan 23 @ 12:21pm
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Date Posted: Jan 22 @ 10:39pm
Posts: 1