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Zgłoś problem z tłumaczeniem
works fine in Monster hunter world at least.
This is what seems to be working great for me, my monitor is 144hz and 1440p, my GPU is GTX Titan XP, so its pretty old from 2017 i think.
1, I first go into Nvidia panel and add the game in "manage 3d settings". Cap the FPS to 72.
2, Then in Lossless scaling program, i add the game. Disable Scaling type as i'm not using that right now, i only want frame generation, so i enable that.
3, then just hit Scale button.
One more thing to note, my game is in Windowed mode. not sure if games have to be like that. So far it looks great. no strange artefacts but it does increase my GPU load so make sure you have some headroom on your GPU after you capped the FPS, if its already at 90-100% usage before you enable the frame generation then you need to drop some graphical settings.
- my game is running in Directx12, my gpu and windows 10 are not up to date, probably 6 months to a year out of date. but it seems to work fine for me.
- Also don't expect your FPS monitors to show the generated frames. And don't expect a 60hz monitor to see above 60 FPS..
Just a note if the dev sees this, i wish we had some settings to play with.
i would like to try 48 fps at x3 to see what it's like at 144 fps. For now, i decided not to use it for this game as its increasing my GPU usage from 60% before to 100%, not sure if thats a bug or whats going on, but it causes my FPS to drop in intense moments and become inconsistent, which is worse than being capped at 72, i tried lowing visual quality of the game but its still a worse experience. Hoping it could be sped up or something, i'm excited to see how this progresses in the future.
OK i turned off VRR option, now its no more sluggish but still artifacts and i cant see the difference in fps.
it may also be amplifying poor frame pacing, that may already exist. try without vsync and make sure your cpu and gpu isn't overloaded.
edit: also made it work on emulators thru windowed retroarch
if you have 30 fps, you're going to have at least 33.33ms visual delay, not including other factors. if you have 60 fps that number is halfed to 16.66ms. but with frame generation its going to look like 60 fps with 33.33ms.
i could be wrong, but i think this is why we are imagining an increase in response time.