Beyond FPS

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Beyond FPS

Beyond FPS

@beyond_fps

Katılım Ocak 2023
104 Takip Edilen2.2K Takipçiler
TresCuatroSiete
TresCuatroSiete@observador347·
@dchopenawer A ver. Vale que están hiperventilando demasiado, pero un presidente de la federación no es lo mismo que un expresidente del gobierno.
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Beyond FPS
Beyond FPS@beyond_fps·
@pelunaton Y cuando gane a Paddy esa misma gente dirá que Paddy era un sobrevalorado, así funciona la cosa.
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Beyond FPS
Beyond FPS@beyond_fps·
@Topinka222 could be many things, like bad framepacing and/or screen tearing (no v-sync) if you go to your monitor settings and change the refresh rate to 60hz and then enable v-sync in the game options or inside the nvidia app, it should be the same experience as the console
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Beyond FPS
Beyond FPS@beyond_fps·
@Topinka222 so you have vsync off, a 165hz monitor and you used the "fps limit" option to 165 fps, is this correct?
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Topinka222
Topinka222@Topinka222·
@beyond_fps I have Space Marine 2 and it feels smoother when I play it on my 60hz TV locked to 60FPS than when I play it on my 165hz monitor locked to 165 FPS. Doesn't make sense to me.
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Peter
Peter@PeterP_1985·
Ok so. ​And I'll start by saying I'm not an expert, I'm a self-taught enthusiast. ​@Sebasti66855537 or @beyond_fps, please correct any inaccuracies here. ​First thing worth saying is that each game and engine is different and reacts differently to frame rate caps, unlocked framerates, etc. ​Most console games (the vast majority) have a performance target, and that target is capped via VSync, normally in a 60Hz container for 60 FPS. ​In this scenario, the screen is king; its strict VSync'd 60Hz is "calling the shots" and dictating when the next frame is sent. If both the CPU and GPU complete their frames within 16.67ms, the frame is delivered smoothly. Now, this delivers a very consistent experience (one could define it as "smooth") but it does introduce latency, as the game is locked into a strict handshake with the monitor and thus, the GPU will likely be sat idle as it waits for the next frame to be called. ​Now, when you uncap FPS, you might start seeing issues that were masked by the lock to 60. For example, frame times might be more erratic. Always faster than 16.67ms, but maybe they are jumping around the 13 to 16ms range erratically. This can happen when the engine becomes CPU-bound, for example. ​This sort of erratic frame delivery can present as stutter, even with VRR. Generally speaking, you want to be GPU-bound, not CPU-bound, as this produces a healthier frame time and one that VRR works well with. ​Running in these higher refresh rate containers improves latency because now, the GPU is king and isn't idling as it waits for the monitor to call for a frame. Your inputs are no longer arbitrarily delayed. ​Now, regarding the FPS cap in that high-refresh container. In a lot of cases, this works as intended. You get a smooth framerate/frametime (assuming your HW can handle it) and as most games will see you GPU-bound, frame times are smooth. ​However, some game engines don't interact as well with an FPS cap, and very often, the in-game framerate limiter does a poor job. It may be showing a flat 60 FPS, but its delivery cadence may be poor—10ms, followed by say 23ms, followed by 12ms, etc. It reads as "60 FPS" but in reality, it's inconsistent and will stutter. ​Some even don't like RTSS as the limiter (I have found Decima to not like it) and in these cases, the nuclear option (the option that console uses 99% of the time) is VSync in a 60Hz container. This strict handshake forces a 16.67ms frame time with perfect consistency. ​Lastly, if using G-Sync, there is a "correct" way to set it up: ​G-Sync enabled ​VSync enabled IN NVIDIA APP ONLY ​VSync off in-game ​As a final tidbit, Nvidia Reflex, whilst reducing latency, can introduce micro-stutter, and in rare cases, Hardware-Accelerated GPU Scheduling (HAGS) can cause the same. ​Hope all this makes sense. As I say above, whilst I have a keen interest, I'm not an expert so I am more than happy to be corrected on any of this!
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Eleven55
Eleven55@Eleven5Five·
@dark1x @Viiksimursu1 @Ludvicus Can't speak for others, but BF1 and to an extent, 5 as well certainly do feel ahead of their time. If compared to BF6, one of the biggest factors would be the art style and the colours used. BF1 was vibrant, whilst BF6 is grey.
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Karai (辛い) 🌶🐹🌶
@BrilliantChode @beyond_fps The OP is talking about 60fps. If you play 60fps outside of 60hz the frame pacing will appear far less smooth than a console, because consoles almost always use vsync and switch the display to 60hz for 60fps content. On a PC you have to manage this manually.
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Beyond FPS
Beyond FPS@beyond_fps·
@saunacr7 I can understand that, but the topic is just about smothness difference between consoles and PC. Btw in my experience in-game fps limiters are quite bad at controlling frame-pacing.
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sauna
sauna@saunacr7·
@beyond_fps Vsync in-game ads too much latency for my liking I prefer in-game fps limiter+g-sync+ Nvidia panel v-sync
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Beyond FPS
Beyond FPS@beyond_fps·
@PeterP_1985 @DVADigital323 This is the correct answer. Run these games at 60hz vsync or 120hz in vsync/2 mode and it's literally the same experience as consoles.
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Peter
Peter@PeterP_1985·
Kind of depends how you are hitting 60fps. On console, its nearly always 60fps in a 60hz container, with vsync enabled. If you emulate this on PC its just as smooth (assuming you aren't dropping frames of course). If you are running in a 120/144/240 container with a fps limit, sometimes these aren't perfect, esp in game ones (RTTS is better). But vsync 60 works just the same. Only caveat to all this is frametimes of course but Resi Requiem is very good on this front (I have for PC and PS5 Pro).
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Beyond FPS
Beyond FPS@beyond_fps·
@F_DaVid_A Es una putada pero así funcionan las empresas (más aún en USA), no van a estar a pérdidas por el amor al arte.
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Beyond FPS
Beyond FPS@beyond_fps·
@mempodev @CapFrameX Yes but why ship the game with this setting enabled by default if it's behaving like this, it's the part that I don't understand.
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Nico
Nico@mempodev·
@beyond_fps @CapFrameX surprisingly easy to get wrong if an engine has fairly complex threading
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CapFrameX
CapFrameX@CapFrameX·
Doom: The Dark Ages Revelations DLC on RTX 5090. Reflex on causing massive frame time and display time issues. Settings: 3840x1600, DLSS Q, PT full, Ultra preset
CapFrameX tweet mediaCapFrameX tweet mediaCapFrameX tweet media
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Beyond FPS
Beyond FPS@beyond_fps·
@valigo Indeed. Added absolutely nothing other than countless cinematics and inflated the budget even more. Some lore is good (like in 2016) but that's about it.
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Valentin Ignatev
Valentin Ignatev@valigo·
This is the reason why Doom: The Dark Ages flopped. Doom is not about the story. Doom plot should fit into a post card that says "huge ass dude breaks demons faces for 15 levels, and then he kills a huge ass fucking demon while metal music is playing. The End". Instead, they went for some biblical lore bullshit, and to add an insult to an injury, the main villain is a fucking millennial chungus instead of some big ass scary demon. There is a famous story that Mark Hamill retells every time, how Harrison Ford said to him that a little story discontinuity doesn't matter for Star Wars, and if viewers notice it - they have much bigger problems. This is exactly the same deal. When you see people discussing a plot of a Doom game - you know something went terribly wrong.
Gene Park, Obama’s Skull Face@GenePark

the story in Dark Ages Revelations is great, in fact it might be one of the most important Doom stories told yet. i can't recommend it enough. i'm still not quite done with it (it has a post game!) but it's already one of the best Doom chapters ever made

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Beyond FPS
Beyond FPS@beyond_fps·
@326powah Some were reporting that 75% of the studio and all the engine guys were gone.
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three twenty six
three twenty six@326powah·
@beyond_fps i mean sounds about right if they laid off 100ish employees as it was talked about as a 1/3rd of a studio or so Also probably some damage control involved here lol
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