Herr der Verboten
Honorary Master
After running "vulkan doom" (gzd) at almost 2000 fps; it was better bringing it down to small numbers looking at ever climbing gpu usage. haha.
Now the original context: Is it best to run with vsync on and a fps cap? e.g. normal vsync on and framerate capped at 120fps. The reason being capping fps seems to bring down the stutter in a few titles like Dead Space Remake or Hogwarts Legacy. What I wasn't sure about was do you also just slap vsync.
I've gone back and readup on both and it seems that you may always get tearing even if your framerate is capped below your refreshrate because you can't always guarantee that the monitor will render in sync with the rendering pipe line (lack of better discerption. Then found the approach of measuring your frame output using MSI Afterburner and Rivatuner server statistics. That's setting it up, and finding the sweet spot for where you can cap the the fps. Of course this also includes not overloading your vram.
Which I've done primally with The Outer Worlds Spacer's Choice Edition. Well that is and was a shitty engine even before they've "upgraded it".
The confusing part is having run doom at 2000fps there was no tearing even with no vsync type switched on. Of course, The Outer Words SCE had some tearing now and then when you looked around you in a rather fast manner. I guess this is a toss up for best smoothest experience with fps cap method and then adding vsync ontop of that.
However, it will always be just vsync normal and not fast or half as fast already does a form of fps cap and would be rather stupid to do fast vsync with a fps cap below your refreshrate.
Finally, I suppose we could also add input lag technologies like nvidia's reflex from which I understand also does a form of fps capping. Now you can see where this goes... fps capping (reflex) + fps capping (vsync) + fps capping (fsp cap)
Some relevant vids
Now the original context: Is it best to run with vsync on and a fps cap? e.g. normal vsync on and framerate capped at 120fps. The reason being capping fps seems to bring down the stutter in a few titles like Dead Space Remake or Hogwarts Legacy. What I wasn't sure about was do you also just slap vsync.
I've gone back and readup on both and it seems that you may always get tearing even if your framerate is capped below your refreshrate because you can't always guarantee that the monitor will render in sync with the rendering pipe line (lack of better discerption. Then found the approach of measuring your frame output using MSI Afterburner and Rivatuner server statistics. That's setting it up, and finding the sweet spot for where you can cap the the fps. Of course this also includes not overloading your vram.
Which I've done primally with The Outer Worlds Spacer's Choice Edition. Well that is and was a shitty engine even before they've "upgraded it".
The confusing part is having run doom at 2000fps there was no tearing even with no vsync type switched on. Of course, The Outer Words SCE had some tearing now and then when you looked around you in a rather fast manner. I guess this is a toss up for best smoothest experience with fps cap method and then adding vsync ontop of that.
However, it will always be just vsync normal and not fast or half as fast already does a form of fps cap and would be rather stupid to do fast vsync with a fps cap below your refreshrate.
Finally, I suppose we could also add input lag technologies like nvidia's reflex from which I understand also does a form of fps capping. Now you can see where this goes... fps capping (reflex) + fps capping (vsync) + fps capping (fsp cap)
Some relevant vids