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[pcper] Frame Rating: Visual Effects of Vsync on Gaming Animation - Page 10

post #91 of 111
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Not using vsync brings the runt frames issue back.

So you're not supposed to play say Crysis 3 at max on any sort of AMD setup now because as far as I'm aware pretty much nothing can keep 60fps in that.
 
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post #92 of 111
Quote:
Originally Posted by sugarhell View Post

Its not about cf or sli. When you use vsync you MUST maintain 60 fps. Period. This was a useless review because most of the time the graph shows that they were at 30 fps. No point if you want to compare the smoothness. You spread misinformations on this thread and now you just say sli is better. Please man stop trolling


It is. Vsync isn't needed on an SLI setup, it can run at higher detail sub 60fps sans vsync with no runt frame issue. Not misinformation or trolling, SLI setup is better until AMD fixes their runt frame issue.
post #93 of 111
Quote:
Originally Posted by keiths View Post

It is. Vsync isn't needed on an SLI setup, it can run at higher detail sub 60fps sans vsync with no runt frame issue. Not misinformation or trolling, SLI setup is better until AMD fixes their runt frame issue.

If i remember we talked about vsync. Now you just change subject. You dont like to lose.Now dont spread the same misinformations.
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post #94 of 111
You really do have a hard time following a thread. I notice you're in Greece so I take it English isn't your first language.
post #95 of 111
Guys, I just got crysis 1 delivered, Do i turn vsync on or off?
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post #96 of 111
Quote:
Originally Posted by B!0HaZard View Post

You can't see input lag on a chart like that, they were to show the advantage of TB. Forcing TB through D3DOverrider/RadeonPro increases input lag, we already established that.

I don't use D3DOverrider or RadeonPro. The games I use triple buffering (and vsync) in have an in game option for it (Turbine games) or enable it by default whenever vsync is enabled (both Hawken and Crysis do this). Triple buffering in these titles also seems to work fine with flip-queue sizes forced to less than three.

Not that it should really matter for most if D3Ds implementation of triple buffering requires a flip-queue size of at least three, as three is the default anyway, and most people don't change this. I occasionally reduce the queue to two frames, but any lower has always caused some sort of issue, in my experience, and SLI/Crossfire seem to need 3+ for best results.

Still, the idea that D3D cannot implement triple buffering without a larger queue is quite interesting. Is the queue automatically added to whatever is set? How does this work with standard double buffering? With double buffering being the default minimum (anything less would be extremely noticeable), does that imply an automatic two frame delay, regardless of, or in addition to the set flip queue? So what sort of queue is really required for triple buffering, three, or one? Or is it tracked separately?
Quote:
Originally Posted by atomicmew View Post

With a runt frame, the tear should be less noticeable (even slightly) than if you simply didn't have it, as the time differential between frames is reduced.

I don't find this to be the case. Many runt frames (not dropped frames) are wide enough to see, so though you have two lines of tearing in close proximity it's more noticeable than a single line.

Basically they often present as a thicker tear.
Quote:
Originally Posted by atomicmew View Post

The criticism of runt frames isn't that they make image quality worse, it's that they don't improve image quality while superficially inflating FPS.

I say they do both.
Quote:
Originally Posted by atomicmew View Post

Is there a reason using FRAPS or MSI afterburner frame times wouldn't work for testing frame limiters?

For the same reason they aren't a good measure without frame limiters?

We can tell that the frame rate is capped with FRAPS, but not much else. The level of smoothness you see, frame limiter or not, can be influenced by things well after FRAPS takes its measurments.
Quote:
Originally Posted by sugarhell View Post

There is no reason to use vsync when you cant maintain 60 fps. What you cant understand?

The main point of triple buffered vsync is to be able to use vsync without being locked to a frame rate that is locked to an integer divider of what can actually be rendered.

The idea that 60 fps should be a required minimum is flatly outlandish, and I'm the kind of person who can look at a 240Hz CRT and tell the difference between 150 and 200 fps.
Quote:
Originally Posted by sugarhell View Post

When most of the game you spent your time at 30 fps you lower the settings.

Not if 30 fps provides acceptable smoothness, and not if lowering the settings would make for a worse experience.
Quote:
Originally Posted by keiths View Post

It is. Vsync isn't needed on an SLI setup, it can run at higher detail sub 60fps sans vsync with no runt frame issue.

Even with zero runt frames, you still have tearing without vsync.
Quote:
Originally Posted by Maximization View Post

Guys, I just got crysis 1 delivered, Do i turn vsync on or off?

Try it both ways and see which one you like better.
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post #97 of 111
LOL as this thing got old quick, i have to comment that i notice some people saying that they run now vsync on their games..

Seriously guys XD..

Not only pcper shoot himself on the foot with this followup it just prove once again they dont have a freaking idea on what they are doing.....

I mean of course im going to turn vsync on a game that dont even avg my monitor refresh rate on that particular resolution.. ftw!!!!
thumb.gif Lets make a video of that as well...devil.gif
Got some nvidia boys fire up tho lol
Edited by zGunBLADEz - 4/18/13 at 2:44pm
post #98 of 111
Quote:
Originally Posted by zGunBLADEz View Post

LOL as this thing got old quick, i have to comment that i notice some people saying that they run now vsync on their games..

Seriously guys XD..

Not only pcper shoot himself on the foot with this followup it just prove once again they dont have a freaking idea on what they are doing.....

I mean of course im going to turn vsync on a game that dont even avg my monitor refresh rate on that particular resolution.. ftw!!!!
thumb.gif Lets make a video of that as well...devil.gif
Got so nvidia boys fire up tho lol

I see that you live in chicago, is english your primary language? I'm just curious because your sentence structure is very unique.
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post #99 of 111
Quote:
Originally Posted by Avonosac View Post

I see that you live in chicago, is english your primary language? I'm just curious because your sentence structure is very unique.

No. Mi idioma principal no es inglés.

I don't know as i type, i usually think in spanish then do some edits there and there ((a few edits)) lol..
Main reason i try to put paragraphs like those...
Edited by zGunBLADEz - 4/18/13 at 2:42pm
post #100 of 111
Quote:
Originally Posted by zGunBLADEz View Post

No. Mi idioma principal no es inglés.

I don't know as i type, i usually think in spanish then do some edits there and there ((a few edits)) lol..
Main reason i try to put paragraphs like those...

Lol, I could tell you were a spanish speaker from miles away looking at how you wrote(that is, without minding the Puerto Rican flag on your avatar) biggrin.gif

Boricua o de los EU de A?
Edited by Nonehxc - 4/18/13 at 2:57pm
    
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