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post #271 of 454
Finally amd implemented frame targeting. This exist for years you dont need a slider on the drivers to do it..
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post #272 of 454
*I like to have that feature on a GPU because, I can maybe set the Frame rate target 65 in stable games, and keep V-sync enabled at 60 to avoid tearing, so basically the card pushes / squezes 65 FPS while V-sync keeps the overall balance of the frame rate smooth and stable. IMHO.
post #273 of 454
* i will pretend that i understand your logic behind that statement
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post #274 of 454
Quote:
Originally Posted by sugarhell View Post

* i will pretend that i understand your logic behind that statement

* Set the frame rate target to 65 (on a 100fps capable game) Then V-sync to prevent tearing (which IMO mostly brick walls the Framerate to 60 FPS anyways) but...it's the same as what Nvidia calls variable frame rate feature where it chooses the target frame rate instead of the user. Right?redface.gif
post #275 of 454
I just want DX12 here faster so we can all forget about DX11.
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post #276 of 454
* I agree, it taken forever for PC direct to metal communication to emerge.

If developers can make games that basically says, you have a GPU + intel GPU would you like to use the intel GPU for Texture rendering? or AI? thumb.gif

Every bit should help, if developers can go back and Remaster older games with Direct X 12 then it would improve Market sustainability of Game titles.
post #277 of 454
FRTC is game breaking for FPS games though. I tried CS:GO with it and noted that it added an insane amount of frametime variance which translates to you seeing everything on screen later than your enemy. It basically makes online first person shooters unplayable as you will get your dome split before even seeing anything on screen.
post #278 of 454
Quote:
Originally Posted by Gamedaz View Post

* Set the frame rate target to 65 (on a 100fps capable game) Then V-sync to prevent tearing (which IMO mostly brick walls the Framerate to 60 FPS anyways) but...it's the same as what Nvidia calls variable frame rate feature where it chooses the target frame rate instead of the user. Right?redface.gif

What is the point of setting framecap at 65 when you actively override this by setting v-sync on which will limit your fps to 60?
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post #279 of 454
* I assume V-sync cannot understand variables in terms of keeping Frame rates above 60... Setting iFrame Rate Target to 65 throttles the GPU for some headroom for the V-sync. if that makes sense, I assume both features are available so why would they have 2 features if one officially cancel the other out.

V-sync cant' prevent Frame droop / drop under 60, it can only cap what is already there (only 60FPS), if the game tends to shoot under 60 Frame rate threshold, the Target Frame rate kicks in and pushes the Frames above 60 (to 65 if it can) Thus reducing the amount of times the V-sync interpolates an unspecified frame: Not sure if Nvidia's Varialble V-syn interpolates the frames when they drop under 60.

Not sure if any GPU interpolates frames to keep a static 60hz framerate, but I assume it could help keep a target framerate from dipping too low.

* I'm gonna test to see how it performs.
Edited by Gamedaz - 10/27/15 at 3:27pm
post #280 of 454
Quote:
Originally Posted by Gamedaz View Post

* I assume V-sync cannot understand variables in terms of keeping Frame rates above 60... Setting iFrame Rate Target to 65 throttles the GPU for some headroom for the V-sync. if that makes sense, I assume both features are available so why would they have 2 features if one officially cancel the other out.

V-sync cant' prevent Frame droop / drop under 60, it can only cap what is already there (only 60FPS), if the game tends to shoot under 60 Frame rate threshold, the Target Frame rate kicks in and pushes the Frames above 60 (to 65 if it can) Thus reducing the amount of times the V-sync interpolates an unspecified frame: Not sure if Nvidia's Varialble V-syn interpolates the frames when they drop under 60.

Not sure if any GPU interpolates frames to keep a static 60hz framerate, but I assume it could help keep a target framerate from dipping too low.

* I'm gonna test to see how it performs.

I don't think that's how it works, but do test smile.gif
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