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I also have a G-Sync monitor though so I never have to account for V-Sync, which is its own FPS limiter.
The OSD will show the resolution used as well in the corner of the main window and hovering over this should show additional information which will also tell if it's using Flip Discard or something else. :)
There was a mini-guide somewhere for flip model but yeah back buffer count to 3 and then pre-rendered frames to 4 or back buffers +1 for this setting.
I generally run with VSync disabled (Don't really notice tearing much.) and a FPS cap so I haven't experimented very much with the newer SpecialK features and flip model for this though in general almost all of the D3D11 titles I did test did boot up without crashing so it seems to work fairly well in most cases at least for the initial compatibility and start up when these overrides are in place.
In addition to a FPS limiter there's also a background FPS limiter though it depends on how you use software, I prefer to alt-tab a bit during longer loading sequences and some games have FPS = loading speed so a low value here can be detrimental.
I guess NVIDIA and AMD drivers can also interfere a bit with the optimal setting since for NVIDIA the low-latency option sets the render ahead value to 1 and for AMD their newer drivers enforce a value of 1 though that's not something I've looked into much at all besides learning more on what and how these driver options and behaviors work and what they actually do though that's also pretty minimal at the moment for what I've learned.
Then there is G-Sync and for AMD FreeSync which I think also changes how the options here work but flip model is still compatible.
(Think the pre-render frame value was something like a buffer so 4 or 5 might be good values too in these cases though I suppose that's down to user preference and just testing and comparing.)
Can't say much on the waitable swap chain or the Steam overlay although for the overlay it still loads unless you rename the actual .dll file so any compatibility issues can still be a concern even after disabling it in the Steam client and some functionality depends on it which for SpecialK I think it draws on the gamepad functionality and it also overrides some of the screenshot functionality if these options are enabled.
EDIT: Hmm as for overriding the big impact would be on frame latency and frame time from what I know, getting less delay and latency and hitting closer to the preferred timing of 33.3ms for 30 FPS and 16.6 for 60 FPS or lower at higher framerates.
(As it is though some games in 2019 are still 30 FPS capped or 60 FPS capped and not easily overriden and when they are it can break things badly having many systems tied to framerate.)
Less time to get a response from having less steps in the whole flip model process, kinda like a chain or how would one describe it but shortening the links a bit so when it works it's pretty good though not everything is compatible but it doesn't hurt to give it a try although I don't really know the particular settings and such very well myself so the explanation is a bit so and so.
EDIT: Oh and when supported SpecialK can now utilize the multi media class scheduling functionality for the framerate limiter which should help with how it works from lessening any CPU impact for how the threading is handled to being more precise and updating and trying to maintain the settings.
Not sure if there are any drawbacks, might look like the CPU is doing more but activity as such isn't a negative and then there's compatibility with earlier versions of Windows but Win7 isn't entirely supported in the current version as is though a number of updates for the OS might help or it might not. (It tends to vary heavily from one major version of SpecialK to the next really.)
EDIT: Well it wouldn't work if MMCS is disabled.
(Not sure what the popular OS tweaks are and software applying a range of settings so just to mention it.)
It turns out that VSync really is the cause.
After I turned VSync off, both in game settings and in Special K (PresentationInterval=0), the game's frame time is significantly improved.
https://i.imgur.com/GmxAoMZ.jpg
Stutters have largely disappeared. There are a few small framerate hiccups here and there but I think it's most likely related to asset loading when entering new zone.
As a regular gamer with basic computer knowledge, I really have no idea why VSync works with Tales of Vesperia but not with this game. I've always thought VSync is what make game run smoothly.