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Nahlásit problém s překladem
Without VSync, there is one place (framebuffer) in video memory in which the GPU writes its output - the image you see on your screen - and the monitor reads. Since the writing and reading of these data are not synchronised and writing happens rather arbitrarily (frametime), you don't see a full image/ picture at any given time. There are tears on the screen.
To avoid this artifacting called screen tearing, VSync was introduced. It prohibits the GPU from updating the framebuffer during the monitor's read cycle of that data.
Instead, there is a second place used in video memory for the creation of the latest data/image. When the GPU has finished its calculation and the data is ready, the GPU tells the monitor to read the new data (change of framebuffer), so that the GPU can start to create the subsequent image on the now unused framebuffer.
The issue when the FPS are lower than the monitor's refresh rate in a VSync scenario; The monitor has read the data but the image is not ready to be swapped, because the GPU is still doing calculations on the subsequent image. Because of this, there won't be a swap of the framebuffer and instead the monitor will show the same image for multiple cycles of the monitor's refresh rate. This induces stuttering, because some frames are shown for a longer period of time than others.
FPS is just an average number and does not give insight about the succession of frames. The time for the calculation of a frame by the GPU varies.
Running the monitor at a lower refresh rate than native is the only thing you can do to avoid screen tearing without a VRR-featured monitor.
Use NVCP or AMD's equivalent to create a custom resolution and refresh rate profile.
You seem to confuse FPS - the ability of the GPU to perform a certain workload in a period of time - with Hz - the monitor's ability to show the content of the framebuffer in a period of time.
if its using windowed full, its still using windows desktop refresh, and 60 will have odd frame pacing
On screens past 60hz say 100-120hz you need 120fps. But not on 240-500hz there you still only need 120. So on that screen half the fps is smooth but on 120hz it isnt? Its crazy ive used pcs for 25yrs and cant explain this.
That's jiat doing it all wrong. Doesn't matter if it's 500Hz and get 60 FPS. You want to run the 500Hz for the panel to work like it's supposed to. Then apply a VSync setting that works properly with avoiding screen tearing such as VSync=Fast
In conclusion if u want a smooth 60fps on a high refresh rate monitor u should choose a monitor which have a refresh rate divisible by 60
It sounds like if I'm 144, the sweet spot is 72. No, just not.
Who knows what makes the camera unsmooth. Perhaps because the monitor has a VA matrix (panel) and creates ghosting - like if the objects leave traces if there is movement. To check if you have this problem on UFO Test can be seen very easily.
50/33/25% are duplicating even numbers of frames, will not be as jittery
but if freesync/gsync is working correctly, the refresh rate will be lowered to match the output of the gpu
You can create a profile within Nvidia Control Panel or AMD Radeon Software (or Custom Resolution Utility) and choose an arbitrary frequency within the monitor's or cable's limit. The panel will output the images at that specified frequency.
The monitor's OSD/menu should tell you the frequency the monitor is running at.
The only valid scenario of these number games is with a software solution like Adaptive VSync or RTSS' Scanyline Sync x/2 respectively x2. (double or half the FPS of the monitor's refresh rate)
Regarding RDR2:
I don't own RDR2, so I can't test the impact of that 'refresh rate' option. Can you evaluate if that option actually changes the monitor's refresh rate by looking at the monitor's OSD (menu of the monitor). The information tab should show the refresh rate. _I_ mentioned it in post #20.
Furthermore, frametime inconsistencies (stutters) are visible on a frametime graph provided by a many hardware monitoring tools like MSI Afterburner (or RTSS itself).
I thought vrr should prevent this