I "evangelize" using borderless windowed fullscreen to get true triple buffering, IIRC.
True triple buffering (which always uses the most recently finished frame once a V-sync impulse comes around) does not perceptibly increase latency over double buffering. However, what most games do if you enable "triple buffering" in their settings is use 3 buffers in a queue, which does increase latency.
Yeah, PS3 TLOU has the motion blur properly calibrated for 30FPS 'shutter speed'. Not so with PS4 TLOU in 30FPS mode. It retains motion blur strength that is optimized for 60FPS framerate. That's why 60FPS in that game feels insanely better than its 30FPS mode. It runs at 60FPS with motion blur, which is a like a holy grail of smoothness (on a TV at least) vs 30FPS with miscalibrated motion blur.I've played TLOU Remaster and PS3 TLOU at the same time and the former feels insanely awful when locked to 30. Glad to see I'm not crazy, seeing others post about it is good. Still, you'd be crazy to play it at 30 just for nicer shadows. 60fps all the way.
I don't think there's a better solution than half-refresh v-sync. Nvidia Inspector lets you set 'standard' rather than 'adaptive', so there'll definitely be no tearing. Do that and ensure all other limits or anything else that could interfere is disabled.
So in Witcher 3 options: v-sync off, frame-rate unlimited, full-screen. Motion blur and blur off, as weirdly they don't help with 30fps in this game (as someone noted above, perhaps the 'shutter speed' is wrong).
Max pre-rendered frames to 1 will help with input lag.
Oh, come on with this BS. In no part this game "feels" 60fps. Unless maybe if you enable some ugly motion filters when you play it.That's why games ljke DriveClub can exist. Despite being 30fps it looks and plays like a 60fps racer. Still has the best sense of speed of any racer since Burnout to me
"half Vsync" option in GTA5 doesn't work as its supposed too some times. It looks more like 20 fps on my screen. But my screen also supports 30hz so if i set that and full vsync, it looks like a proper "30 fps smooth" console game.I tried locking ac: unity to 30 fps once, it felt horrible and the controls became laggy as shit. Same with GTA V with half refresh rate v-sync on, game felt almost unplayable framy, even though I had a stable 30 fps.
FH2 has pretty bad input lag though. Much worse that Driveclub for exampleI get what OP is saying and I agree. However, there is an exception. The Forza Horizon games have the smoothest 30fps I've ever experienced due to some brilliant use of motion blur. Both games feel great.
I don't know. All i know is that i still use a CRT PC monitor as my second screen and when i'm in windows, moving the mouse and all, it feels more "twitchy", faster and more responsive. When i move the mouse in the LCD screen, it feels like there it's dragging in comparison, or that the mouse pointer becomes heavier.one thing I read from the CRT days was that PC monitors have a higher bandwidth than TVs.
Is this term today still relevant?
I don't know. All i know is that i still use a CRT PC monitor as my second screen and when i'm in windows, moving the mouse and all, it feels more "twitchy", faster and more responsive. When i move the mouse in the LCD screen, it feels like there it's dragging in comparison, or that the mouse pointer becomes heavier.
I still think CRT Monitors > Modern monitors/TVs.
I don't know. All i know is that i still use a CRT PC monitor as my second screen and when i'm in windows, moving the mouse and all, it feels more "twitchy", faster and more responsive. When i move the mouse in the LCD screen, it feels like there it's dragging in comparison, or that the mouse pointer becomes heavier.
I still think CRT Monitors > Modern monitors/TVs.
FH2 has pretty bad input lag though. Much worse that Driveclub for example
Over and above the fluidity of the screen update, the biggest challenge facing Playground in making Horizon feel like a Forza game was in retaining the signature physics and precision response. Forza Motorsport, famously, operates a 360 update per second system to ensure the authenticity of its physics, which ties in directly with the fast response from the 60Hz screen update. You can feel those calculations through the pad: input lag is very low indeed at 66ms - up to twice as responsive as many other racers we've played. Dropping down to 30Hz can have a fundamental impact on that low latency response. Up until now, only Criterion has managed to get close to giving that precision feel in a 30Hz title - famously, Need for Speed: Hot Pursuit cuts frame-rate in half compared to Burnout Paradise (and indeed, Forza Motorsport) but only adds 16.67ms - or one single frame - of additional latency.
Our input lag tests - measured with a combination of a Ben Heck latency controller monitor board and a high speed camera - suggests that Horizon adds two additional frames of latency to that found in Forza Motorsport 4, giving a total of 100ms. This isn't quite the same level of achievement as Need for Speed: Hot Pursuit (which based on the games we've measured is the most responsive 30Hz game ever made) but it's damn close. Indeed, prior to the release of NFS, many believed that 100ms was the lowest input latency possible on a 30Hz current-gen title.
This could be attributed some or all of 3 things:
1) Input latency of the lcd.
2) Ghosting of the cursor.
3) Lower refresh rate of the lcd.(it would have to be much lower as the two aren't directly comparable)
A lot of these can be remedied by using a better monitor but AFAIK modern lcds will have higher input latency (but in most cases it shouldn't be extremely noticeable). However you're not going to find many high resolution CRT monitors.
30 fps feels bad on PC because of keyboard and mouse, play with a controller and it right away feels alot smoother, at least in my experience. Probably due to movements being not as quick
Yes, as long as desktop composition is enabled.So does borderless windowed fullscreen force triple buffering on an OS level?
The game alternatingly renders to one of the buffers, never stopping. When a V-sync comes around, the most recently finished picture is presented.And how is the "true" flavor implemented? I'm picturing two backbuffers in parallel followed by a frontbuffer downstream. Is that on the right track?
It doesn't? 30fps on consoles still feels like 30fps to me.
Yeah - not seeing any distinction here. 30fps looks juddery/blurry and feels laggy on everything. It is what it is.
It's just frametimes. Framerates aren't the best measure of smoothness/consistency. I imagine the consoles generally have good frame limiter solutions onboard, while on PC, you have to kind of know which program to use.
Here's an example with The Witcher 3, taken from Durante's PC Gamer article titled 'The Alchemy of Smoothness':
This last image represents the most consistent and smooth 30fps possible. This is the 'console-like' smoothness people are talking about. See how using a different program(RTSS) is preferable to using the in-game limiter?
It's just frametimes. Framerates aren't the best measure of smoothness/consistency. I imagine the consoles generally have good frame limiter solutions onboard, while on PC, you have to kind of know which program to use.
Here's an example with The Witcher 3, taken from Durante's PC Gamer article titled 'The Alchemy of Smoothness':
This last image represents the most consistent and smooth 30fps possible. This is the 'console-like' smoothness people are talking about. See how using a different program(RTSS) is preferable to using the in-game limiter?
All frame pacing inherently induces latency. You can try to minimize it, but the very concept of frame pacing requires that, at some point, you wait.I've seen that before, but why is it that Rivatuner can make the frame times smoother than the in-game limiter can? Are we sure it isn't inducing a latency in order to guarantee consistently delivered frames?
I realize this may be a stupid question but I will ask it anyway: How do I avoid frame pacing problems when targeting 60 fps? Is V-Sync absolutely necessary in order to achieve consistent frametimes? I usually play games with V-Sync off (I use Nvidia's Adaptive V-Sync).
Enabling Vsync can cause frametimes to be less consistent. You're instructing the system to wait, or repeat frames in order to hit an arbitrary rate imposed by the display's refresh cycle.
Edit: looking closer I guess it's also making it run at the minimum framerate rather than allowing upwards fluxuations.
Motion Blur is usually added to the console version which minimizes the effects of the lower framerate.
See this, try adjusting the 30fps and remove motion blur, this is probably what you see in the PC version, then add motion blur and it's probably how it looks on consoles:
https://frames-per-second.appspot.com/
It feels better of course. I think the biggest difference is when you swing the camera around and look at the background. No matter how consistent the frame rate it, it will always look terribly sluggish and choppy at 30fps and it can really take me out of a game.A lot of people mentioned locked 30fps with a controller feels smooth. If the frame limit in rivatuner is locked to 60fps does it feel a lot smoother with a "controller" compared to 30fps lock? Or is it the same? I know with a mouse the different is night and day. Is this the case for controllers as well?
If you were talking about the red line, you're not interpreting it right. The red line corresponds to the time a frame needed to render, lower is better. The upward fluxuations are actually little slowdowns.
The green line of course won't exceed 30 fps with a 30 fps limiter.
.
It's just frametimes. Framerates aren't the best measure of smoothness/consistency. I imagine the consoles generally have good frame limiter solutions onboard, while on PC, you have to kind of know which program to use.
Here's an example with The Witcher 3, taken from Durante's PC Gamer article titled 'The Alchemy of Smoothness':
This last image represents the most consistent and smooth 30fps possible. This is the 'console-like' smoothness people are talking about. See how using a different program(RTSS) is preferable to using the in-game limiter?
No, it doesn't. It's good for a 30fps game, but it's still noticeably 30fps. Playing it back to back with a game like Assetto Corsa is still a world of difference. Sense of speed is not the same thing as framerate.
Anyways, use Rivatuner Statistics or MSI Afterburner and Nvidia's 1/2 refresh rate vsync for the exact same '30fps feeling' you get on consoles.
you need to understand, not everybody thinks this. Driveclub feels much smoother than 30fps but we all know it is 30. It doesnt matter because in this day and age there are actually people that wont play a video game unless its 60fps. That is pathetic. We have been playing video games forever now that werent all 60fps and we all still enjoyed them. People are way too picky nowadays and forget how to just sit down and enjoy a video game without criticizing every technical issue they find like some of there favorite retro games dont have any.
So why does Rivatuner do it so much better?
you need to understand, not everybody thinks this. Driveclub feels much smoother than 30fps but we all know it is 30. It doesnt matter because in this day and age there are actually people that wont play a video game unless its 60fps. That is pathetic. We have been playing video games forever now that werent all 60fps and we all still enjoyed them. People are way too picky nowadays and forget how to just sit down and enjoy a video game without criticizing every technical issue they find like some of there favorite retro games dont have any.
Is there a good thread, or website for tuning PC games, for those of us that are new?
l
"You need to understand that people have different opinions. Now here is the opinion you should have."you need to understand, not everybody thinks this. Driveclub feels much smoother than 30fps but we all know it is 30. It doesnt matter because in this day and age there are actually people that wont play a video game unless its 60fps. That is pathetic. We have been playing video games forever now that werent all 60fps and we all still enjoyed them. People are way too picky nowadays and forget how to just sit down and enjoy a video game without criticizing every technical issue they find like some of there favorite retro games dont have any.
Motion Blur is usually added to the console version which minimizes the effects of the lower framerate.
See this, try adjusting the 30fps and remove motion blur, this is probably what you see in the PC version, then add motion blur and it's probably how it looks on consoles:
https://frames-per-second.appspot.com/