Suddenly getting a "ERR_GFX_STATE" crash when loading my save with Vulkan. If I switch to DX12 it works... but then it'll crash randomly later because it's DX12 🙃
Suddenly getting a "ERR_GFX_STATE" crash when loading my save with Vulkan. If I switch to DX12 it works... but then it'll crash randomly later because it's DX12 🙃
You don't need to though. In fact, your experience will almost certainly be better with it off, input lag-wise.No??
https://www.blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/14/
They recommending using vsync in nvidia panel with gsync.
Are they seriously not gonna put a Steam page up at all until December?
at the very least, I doubt theyll put it up unti lthe port is considered "fixed".
but also, I guess it could be that they're just trying to get as many ppl to buy it on their store as possible so they'hide' the steam version as long as possible.
I'm willing to get they do, due to the massively increased tearing.I would be willing to bet the majority of PC gamers absolutely do not play games with Vsync on, due to the massively increased input lag. Any googling will give them those answers, pretty much every one says to "turn it off", its been ingrained into the minds of every single person I know who plays PC games.
I'm willing to get they do, due to the massively increased tearing.
You can google all you want, but we don't actually have any hard data to back up your claim. Most PC gamers probably just use the settings presets available to them, and vsync on or off based on whatever the default happens to be. That's just how people tend to operate, lol.No one cares about tearing in comparision to input lag. I love my Gsync monitor but when does anyone complain about that on PC forums or websites outside of Era? You guys are in a bubble here.
Data is difficult to source for this, but every way to find some points it in favour of my argument.
Google Trends results for "input lag" vs other variations I could think of:
Top Google result when searching "vsync on or off". Search this (or a variation) for yourself and click on a link. Nearly all of them say to turn it off. Almost every forum post, reddit post, anything, they suggest to turn it off because of lag.
The vast majority of popular video games on PC are multiplayer, which requires better reflexes and lower input lag. The average person couldn't care less about tearing, but they do know a bit about "lag", and they want to avoid it. In comparison to screen tearing, the majority of PC gamers prefer lower input lag from my results.
I'm willing to get they do, due to the massively increased tearing.
No one cares about tearing in comparision to input lag. I love my Gsync monitor but when does anyone complain about that on PC forums or websites outside of Era? You guys are in a bubble here.
Data is difficult to source for this, but every way to find some points it in favour of my argument.
Google Trends results for "input lag" vs other variations I could think of:
Top Google result when searching "vsync on or off". Search this (or a variation) for yourself and click on a link. Nearly all of them say to turn it off. Almost every forum post, reddit post, anything, they suggest to turn it off because of lag.
The vast majority of popular video games on PC are multiplayer, which requires better reflexes and lower input lag. The average person couldn't care less about tearing, but they do know a bit about "lag", and they want to avoid it. In comparison to screen tearing, the majority of PC gamers prefer lower input lag from my results.
You can google all you want, but we don't actually have any hard data to back up your claim. Most PC gamers probably just use the settings presets available to them, and vsync on or off based on whatever the default happens to be. That's just how people tend to operate, lol.
Maybe people have different ways of seeing things? Before I ascended to gsync glory and I had to choose, I always preferred having slight input lag over screen tearing. Screen tearing is extremely jarring for me while the input lag I barely noticed. Glad I don't need to choose anymore tho.
Not sure how this thread got off on this weird tangent, but as someone who primarily plays SP games on PC, screen tearing is way more distracting than how ever many ms of input lag vsync produces. I try to mitigate input lag where I can, but screen tearing will never be a concession I'm willing to make and I imagine that goes for a lot of people.
The thing about screen tearing is there is a way to fix it. It is called Vsync :D (or any of its derivatives)I haven't noticed any noticeable input lag but I will turn it off if they fix the screen tearing.
"More important" - for what? There are thousands of games outside of the competitive shooter genre where your response time is of course absolutely critical, even if you did leave vsync off doing those however, it doesn't mean you wouldn't accept slightly increased input latency (which can vary drastically game to game, regardless of vsync) for other games as opposed to tearing. What I'm going to accept in Fortnite is wholly different than the experience I expect in any number of single player games.That's not what I said. I said in comparison to screen tearing, input lag is more important with the data we have available. Of course theres also a big segment who just don't care and don't notice it.
Is VRR Gsync? If so, then you explicitly DON'T need vsync on, lol.
Except disabling vsync means that, if your frame rate exceeds your max refresh rate, tearing will begin.Yeahhhh you got that backwards my dude, if you have a variable refresh rate monitor, you don't need vsync on, you can certainly keep it on, but it can introduce the input lag that it's notorious for.
This is why I bought a 144hz gsync monitorExcept disabling vsync means that, if your frame rate exceeds your max refresh rate, tearing will begin.
When vsync is off, exceeding your monitor's refresh rate results in tearing. When vsync is on, exceeding your monitor's refresh rate isn't possible, but hitting the cap enables vsync. Capping your FPS a few frames below your maximum refresh rate and enabling vsync results in the ideal balance of input latency and no tearing.
Which is also what I'm using (well, mine has an OC to 165hz, but that's besides the point). You should enable vsync with a gsync monitor, since it'll prevent your framerate from exceeding 144FPS and reintroducing tearing. Use RTSS or Nvidia Profile Inspector to cap your framerate a few frames below your refresh rate (2 or 3 is enough), and vsync won't engage when you hit 144FPS.
"More important" - for what? There are thousands of games outside of the competitive shooter genre where your response time is of course absolutely critical, even if you did leave vsync off doing those however, it doesn't mean you wouldn't accept slightly increased input latency (which can vary drastically game to game, regardless of vsync) for other games as opposed to tearing. What I'm going to accept in Fortnite is wholly different than the experience I expect in any number of single player games.
It's your preference. It's not 'data' - we know the 'data' you're speaking of - vsync off produces less input lag. Yes, no one is debating that. It's the price you have to pay to get it, which will vary depending upon the game genre, refresh rate, input method, personal taste, etc.
The thing about screen tearing is there is a way to fix it. It is called Vsync :D (or any of its derivatives)
No??
https://www.blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/14/
They recommending using vsync in nvidia panel with gsync.
Well that's placebo effect for you. GSync with VSync enabled does not introduce any extra input lag. For proof, please check battlenonsense GSync input lag testsI'm normally not using vsync with gsync. And why should I, there is no tearing with Gsync. If a game is likely to exceed my displays refresh rate I just cap it 2-3 fps below that with RTSS.
Before the last patch I had to use vsync + gysnc with RDR2 in vulkan though. Gsync wouldn't work otherwise for whatever reason. This has been fixed now and all I can say: Running the game without vsync but just gsync feels way better. It was a noticeable change.
Well that's placebo effect for you. GSync with VSync enabled does not introduce any extra input lag. For proof, please check battlenonsense GSync input lag tests
Someone who knows what they're talking about needs to make an entire thread as a guide to how vsync works these days, especially with the popularity of VRR now as well and the new scanljne feature in RTSS.
Can confirm, that's the guide I've used whenever I felt like I missed something or needed to tweak stuff on a new PC.
You won't find anything more comprehensive than this.
Is it working and just buggy, or have they not announced anything? With Vulkan and DX12 the developer has to explicitly manage the resources on each card, it's not a trivial amount of work. If they haven't said that it's coming then I wouldn't get your hopes up. SLI is extremely niche at this point and the newer API's just don't support it without the developer doing most of the work.
That's what I thought. The topic is interesting and complex enough to deserve its own thread.Someone who knows what they're talking about needs to make an entire thread as a guide to how vsync works these days, especially with the popularity of VRR now as well and the new scanljne feature in RTSS.
I thought it was mainly for i5s because of the issues those of us with them were having.Anyone else with an i7-7700K who tried the -cpuLoadRebalancing launch argument?
Rockstar recommends enabling it for 4c/8t CPUs, but, in my case, all it did was make all cores run with higher loads (up to 10-15% more) at higher temperatures (5-10C more), with an actual decrease in performance (5 FPS less, on average).
Anyone else with an i7-7700K who tried the -cpuLoadRebalancing launch argument?
Rockstar recommends enabling it for 4c/8t CPUs, but, in my case, all it did was make all cores run with higher loads (up to 10-15% more) at higher temperatures (5-10C more), with an actual decrease in performance (5 FPS less, on average).
Mouse cursor being in the middle of the screen is finally fixed for me after the patch.
That's what I thought. The topic is interesting and complex enough to deserve its own thread.
Fucking really? How broken is their patch delivery jesus
Lovely..
Thanks for the heads up I will make sure to grab my current settings file before installing the patch so I can at least see what my current settings are to reset.
Note to those tweaking their settings again after this update: The "max settings" preset changes some things not listed in the graphics menu, so it's a good idea to set your game to the max preset before tweaking.
You won't find anything more comprehensive than this.
Wait, why should I enable V-SYNC with G-SYNC again? And why am I still seeing tearing with G-SYNC enabled and V-SYNC disabled? Isn't G-SYNC suppose to fix that?
(LAST UPDATED: 05/02/2019)
The answer is frametime variances.
"Frametime" denotes how long a single frame takes to render. "Framerate" is the totaled average of each frame's render time within a one second period.
At 144Hz, a single frame takes 6.9ms to display (the number of which depends on the max refresh rate of the display, see here), so if the framerate is 144 per second, then the average frametime of 144 FPS is 6.9ms per frame.
In reality, however, frametime from frame to frame varies, so just because an average framerate of 144 per second has an average frametime of 6.9ms per frame, doesn't mean all 144 of those frames in each second amount to an exact 6.9ms per; one frame could render in 10ms, the next could render in 6ms, but at the end of each second, enough will hit the 6.9ms render target to average 144 FPS per.
So what happens when just one of those 144 frames renders in, say, 6.8ms (146 FPS average) instead of 6.9ms (144 FPS average) at 144Hz? The affected frame becomes ready too early, and begins to scan itself into the current "scanout" cycle (the process that physically draws each frame, pixel by pixel, left to right, top to bottom on-screen) before the previous frame has a chance to fully display (a.k.a. tearing).
G-SYNC + V-SYNC "Off" allows these instances to occur, even within the G-SYNC range, whereas G-SYNC + V-SYNC "On" (what I call "frametime compensation" in this article) allows the module (with average framerates within the G-SYNC range) to time delivery of the affect frames to the start of the next scanout cycle, which lets the previous frame finish in the existing cycle, and thus prevents tearing in all instances.
And since G-SYNC + V-SYNC "On" only holds onto the affect frames for whatever time it takes the previous frame to complete its display, virtually no input lag is added; the only input lag advantage G-SYNC + V-SYNC "Off" has over G-SYNC + V-SYNC "On" is literally the tearing seen, nothing more.
For further explanations on this subject see part 1 "Control Panel," part 4 "Range," and part 6 "G-SYNC vs. V-SYNC OFF w/FPS Limit" of this article, or read the excerpts below…