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Borderlands 2 Frame rates suck.... - Page 2

post #11 of 16
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Quote:
Originally Posted by lacrossewacker View Post

don't you guys just use adaptive V-sync these days? I set that in the nvidia control panel and I never have to worry about V-sync settings in games any more. Don't know why you'd want anything else.

yea thats what Im using but Bl2 seems to take a nose dive any time it goes under 60 fps.....
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post #12 of 16
Quote:
Originally Posted by lacrossewacker View Post

don't you guys just use adaptive V-sync these days? I set that in the nvidia control panel and I never have to worry about V-sync settings in games any more. Don't know why you'd want anything else.

Adaptive vsync is disgusting. Sorry.
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post #13 of 16
Quote:
Originally Posted by Zero4549 View Post

Adaptive vsync is disgusting. Sorry.

why? For the most part I'm hitting a steady 60fps anyways, but for that second or two that I brake that barrier, rather than dropping further to maintain a solid screen, I just have a screen tear for a sec. For those brief moments, screen tear with a higher frame rate isn't nearly as jarring as seeing a slideshow. Just personal preference, but I'll never go back to just sticking to Vsync
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post #14 of 16
Quote:
Originally Posted by lacrossewacker View Post

why? For the most part I'm hitting a steady 60fps anyways, but for that second or two that I brake that barrier, rather than dropping further to maintain a solid screen, I just have a screen tear for a sec. For those brief moments, screen tear with a higher frame rate isn't nearly as jarring as seeing a slideshow. Just personal preference, but I'll never go back to just sticking to Vsync

The way I see it, there are 3 likely scenarios when playing any game:


1) The game consistently runs well over your monitor refresh rate. Apply normal Vsync.

2) The game consistently runs below your monitor refresh rate. Disable Vsync.

3) The game runs near the threshold of your monitor refresh rate and therefore fluctuates between below and above rapidly. Apply Vsync if sensitive to tearing, disable vsync is you want maximum performance.



In situation 1 and 2, adaptive vsync doesn't offer anything over normal vsync. Slight disadvantage as the computer now has to constantly check if vsync should be enabled or disabled every second even though the answer is never going to change.

In situation 3, adaptive vsync fails to keep up with the rapid fluctuations, thus resulting in BOTH screen tearing AND vsync related latency increases and performance hits. Disadvantages of both options, benefits of none.




The only time adaptive Vsync really makes sense is in multi player (or otherwise un-pauseable) games where there are multiple game modes, in which some are drastically and consistently more demanding than others. As in a game where walking on foot you normally have 160fps and as soon as you get in a car it drops to 50.

Now... I don't actually know of ANY modern games where this is the case, and the few "old" examples I have are so old that even the "slow" areas are well above my refresh rate. If that weren't the case, there might be more reason to use adaptive vsync. As it stands however, it's just a lazy automatic solution for those who are too lazy to use the superior manual option.
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post #15 of 16
As for Adaptive refresh having to check to see if I'm pushing over 60fps...what does that incur? A nonsecnod of delay?
I just felt like when a game does fall below 60fps, having Vsycn cut off for that second gives me less input delay.

Battlefield 3 is a perfect case to me where it's constantly going between 60+ and 50+ FPS depending on map and where I am in the map. Crysis 3 and Tomb Raider are also BIG examples where there are times when 60+ fps is quite easy, then occasionally some intensive scenes happen, whether the camera is up close to some highly tessellated vegetation or up close to Laura Croft (tressFX). This also applies to Metro Last Light where the GPU load fluctuates based on the amount of volumetric lighting vs being in a small tunnel. This actually also applies heavily for Boarderlands 2 since it's easy to push 60+ fps most of the time until a firefight when it drops due to phsyx.

I guess for me, it just happens to be that every game I play happens to benefit from adaptive refresh, which also just happens to be some of the latest AAA games.
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post #16 of 16
Quote:
Originally Posted by lacrossewacker View Post

As for Adaptive refresh having to check to see if I'm pushing over 60fps...what does that incur? A nonsecnod of delay?
I just felt like when a game does fall below 60fps, having Vsycn cut off for that second gives me less input delay.

Battlefield 3 is a perfect case to me where it's constantly going between 60+ and 50+ FPS depending on map and where I am in the map. Crysis 3 and Tomb Raider are also BIG examples where there are times when 60+ fps is quite easy, then occasionally some intensive scenes happen, whether the camera is up close to some highly tessellated vegetation or up close to Laura Croft (tressFX). This also applies to Metro Last Light where the GPU load fluctuates based on the amount of volumetric lighting vs being in a small tunnel. This actually also applies heavily for Boarderlands 2 since it's easy to push 60+ fps most of the time until a firefight when it drops due to phsyx.

I guess for me, it just happens to be that every game I play happens to benefit from adaptive refresh, which also just happens to be some of the latest AAA games.

Sure, you have less input lag for that one second, if a-vsync even detected it quick enough to cut off, but it comes right back a second later when vsync comes back on. Since you already had the input lag from vsync being on to begin with, losing it for just a second and then regaining it again feels (and is) way less consistent than just having it the whole time. Besides, what actual benefit are you going to get from <16.6667ms input lag for just a single second?

Now, you're forgetting the flip side of the coin. When your fps is below your refresh, and then it spikes up for a second, you get tearing. What's the point of vsync if you are still getting tearing? Sure, if it's only a few frames every few min its not a huge deal, but in that same situation you aren't getting any significant benefit from adaptive vsync either. Why not just opt for traditional vsync which is (slightly) less demanding, and far more consistent?


That said, I can see and concede your point in specifically borderlands 2. It's physx implementation is horrible (as well as its vsync, as mentioned earlier). Personally I don't really have issues with the physx bit as I have a dedicated physx card and more importantly I just don't play the game much, but for a lot of users I can see it as being the one game where you have both multiplayer and thus you can't pause to change settings and also large consistent fluctuations in FPS that aren't quite frequent enough to make adaptive vsync useless.
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