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Fast Sync HowTo - Page 2

post #11 of 56
What is Fast Sync? I"ve never used any Sync when gaming, or at all for that matter. Have a GTX 670, and a 144Hz monitor
     
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post #12 of 56
Thread Starter 
Quote:
Originally Posted by OCmember View Post

What is Fast Sync? I"ve never used any Sync when gaming, or at all for that matter. Have a GTX 670, and a 144Hz monitor

Updated op post with official NVidia explanation. With a 144Hz monitor and a GTX 670, you will likely not benefit much from Fast Sync unless you get mostly more than 144fps in your games. Even if your games render less than 144fps, you may notice slight reduction in input latency but not that much different from normal vsync. This is mostly useful for setups where the GPU is consistently rendering more fps than the monitor refresh rate.

FYI, Fast Sync isn't officially released for non-Pascal GPUs yet.
post #13 of 56
Quote:
Originally Posted by mouacyk View Post

Updated op post with official NVidia explanation. With a 144Hz monitor and a GTX 670, you will likely not benefit much from Fast Sync unless you get mostly more than 144fps in your games. Even if your games render less than 144fps, you may notice slight reduction in input latency but not that much different from normal vsync. This is mostly useful for setups where the GPU is consistently rendering more fps than the monitor refresh rate.

FYI, Fast Sync isn't officially released for non-Pascal GPUs yet.


Is the input latency lower with Fast-Sync Off VS On ?
     
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post #14 of 56
Weird, in the 15yrs of gaming I've rarely seen screen tearing
     
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post #15 of 56
Thread Starter 
Quote:
Originally Posted by OCmember View Post

Is the input latency lower with Fast-Sync Off VS On ?

Input latency order (fastest first):
No V-Sync < G-Sync/FreeSync < Fast Sync < V-Sync

Quote:
Originally Posted by OCmember View Post

Weird, in the 15yrs of gaming I've rarely seen screen tearing
Still hard to deny that something like the following does ruin the experience:



The most disrupting form I've seen is where the line is persistent and/or crawls up/down the image slowly. I've seen this in BF4 with framerate capped <= refresh rate. With a cap at > refresh rate, this line disappears.
post #16 of 56
Maybe I've just never noticed, or it's never been bad? Possibly. Interesting topic non-the-less thumb.gif
     
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post #17 of 56
ok, so:

- this is officially not enabled yet in latest WHQL drivers on Maxwell, right ?

- is it officially enabled in NVCP in latest WHQL drivers on Pascal ? (I know some people already have a 1080) .. i.e. if you own a 1080 - can you already choose the FastSync option in the dropdown menu in NVCP ?


also since this is pretty much a new and improved Vsync On (it mostly benefits when on high fps, but still works ok at lower frames, just like Vsync On ?) - it means it can be used in conjunction with Gsync as a better alternative to Vsync On, correct ?

so you enable Gsync and then instead of Vsync On you choose FastSync .. that way you get no tearing and no input lag both under and over your max refresh rate ?



appreciate it if someone can answer these redface.gif
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post #18 of 56
Thread Starter 
As of 368.22 (current) drivers:
Quote:
Originally Posted by ChevChelios View Post

ok, so:

- this is officially not enabled yet in latest WHQL drivers on Maxwell, right ? No, it is not enabled for Maxwell yet.

- is it officially enabled in NVCP in latest WHQL drivers on Pascal ? (I know some people already have a 1080) .. i.e. if you own a 1080 - can you already choose the FastSync option in the dropdown menu in NVCP ? Need someone with 1080 to verify


also since this is pretty much a new and improved Vsync On (it mostly benefits when on high fps, but still works ok at lower frames, just like Vsync On ?) - it means it can be used in conjunction with Gsync as a better alternative to Vsync On, correct ? Yes. People with G-Sync should never use VSync-On if your framerate is higher than refresh. Frame-limiting is the better latency option.

so you enable Gsync and then instead of Vsync On you choose FastSync .. that way you get no tearing and no input lag both under and over your max refresh rate ? Yes



appreciate it if someone can answer these redface.gif

Edited by mouacyk - 6/1/16 at 7:47am
post #19 of 56
thx m8

I guess I wont bother with Maxwell and when I get my new 1070 (June hopefully) I should already see it in the 1070 drivers NVCP by then
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post #20 of 56
Thread Starter 
In the 1080 owners thread, Fast Sync is officially enabled for Pascal cards now with a "Fast" option. Op updated.

Want to clear up some possible misunderstanding with framerate judder in respect to Fast Sync in my testing:

When framerate is near or below refresh rate, it is easy to distinguish between vsync on and off. V-Sync on will have more visible judder, due to having more deltas in your finished image than when vsync is off (try panning horizontally). However, there was a visible difference between normal (not adaptive) V-Sync on and Fast Sync, which leads me to believe that Fast Sync is still not optimal in Crysis 3. There's no reason why it should be visibly worse than normal V-Sync.

When framerate is higher than refresh rate, judder should be nearly imperceptible, such as achieved in BF4 with adaptive V-Sync and framerate limiting to 79Hz. Because of the fact that judder was visible and the graph shows it too with Fast Sync on, this is still not an optimal implementation for Maxwell.

I am convinced that the unexplained judder experienced is due to an immature implementation and should be solved with official Maxwell support, unless there are specific hardware differences between Pascal and Maxwell concerning the buffer swapping. Tangent rant --> When grayscale was first accomplished on the monochrome ti89 calculator... hardware v1 actually had hardware pointers where you simply set the address to a region of memory to scan out to the display. This made it very simple and fast to change buffers, and by hooking this swapping up to very fast hardware interrupts (timers), we can flip the buffers fast enough at a few different intervals to create consistent gray-scale (up to 16 levels). When TI release hardware v2, they removed the hardware pointers and used a dedicated buffer to scan out. This slowed down the swapping because you needed to copy every byte from memory to the dedicated buffer. The slowdown was enough to cause 8-levels of grayscale to flicker and no longer be usable.
Edited by mouacyk - 6/2/16 at 7:53am
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