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Any advantages of setting FPS limit?

Soldato
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1 May 2013
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Running a 4K@60Hz monitor.

Is it worth capping the frame rate limit to 60 in nvinspector/RTSS?

What, if any, benefits does this have?

Just a wondering :D
 
Are you using GSync or Freesync, is your frame rate likely to drop below 60fps (how much headroom above 60fps do you have I guess).

If you are using some form of adaptive vsync and your frame rates around hovering around the vsync range of the monitor it can help as the adaptive vsync wont have to keep re-engaging every time it drops slightly below 60fps as it will stay 1 or 2 frames below and thus remain synced at all times. It does depends on a lot of factors though so its usually best to just try it with it capped/uncapped and vsync on/off and see which gives you the best result for you.

Long winded way of saying yes I suppose :)
 
Are you using GSync or Freesync, is your frame rate likely to drop below 60fps (how much headroom above 60fps do you have I guess).

If you are using some form of adaptive vsync and your frame rates around hovering around the vsync range of the monitor it can help as the adaptive vsync wont have to keep re-engaging every time it drops slightly below 60fps as it will stay 1 or 2 frames below and thus remain synced at all times. It does depends on a lot of factors though so its usually best to just try it with it capped/uncapped and vsync on/off and see which gives you the best result for you.

Long winded way of saying yes I suppose :)

NVidia Freeesync, it will drop below 60 sometimes as on a 1080TI and dependant on game settings.
 

Well assuming that you can use GSync then it would in theory be beneficial to limit the FPS to slightly below 60fps in this scenario, however try it without the limit and see if you get any tearing when the frame rate hovers above and below 60FPS as it will depends on the monitor and how it works with GSync implementation. Its a bit of trial and error and what suits you best.

You can download the Gsync pendulum demo to test the various scenarios accurately and see which one suits you best.
 
Worth capping with that setup in my experience because it prevents the fps going out of my Freesync range is the short version. I cap mine at 58 fps :)
 
Also saves power and reduces temps.

Worth capping with that setup in my experience because it prevents the fps going out of my Freesync range is the short version. I cap mine at 58 fps :)

Well assuming that you can use GSync then it would in theory be beneficial to limit the FPS to slightly below 60fps in this scenario, however try it without the limit and see if you get any tearing when the frame rate hovers above and below 60FPS as it will depends on the monitor and how it works with GSync implementation. Its a bit of trial and error and what suits you best.

You can download the Gsync pendulum demo to test the various scenarios accurately and see which one suits you best.

Cheers people :)

Have the pendulum already installed.

Will have a play later on tonight.
 
Just had a thought, would I have to disable when using my Rift as I take it the limit would apply globally not just to the one display?

If using the frame limiter then yes it would apply globally, but you can set up application specific settings within Riva with different settings for different games.
 
If using the frame limiter then yes it would apply globally, but you can set up application specific settings within Riva with different settings for different games.
Will delve into the Nvidia inspector manual to see about writing a batch file to disable then launch Oculus then enable on exit.
 
some games have broken frame pacing, in those games capping in nvidia inspector can be very beneficial in removing stutters.

Even if I dont cap in nvidia inspector, there will always be a cap in game, either with vsync or in game cap, I have never seen the point of going above my monitor refresh rate other than benchmarking, its just wasted power and heat for no benefit.
 
I have a general cap on everything, no point going above your hz rate. It's just more heat and electricity for nothing.

Pretty much

Bar a few examples of games where framerate affects physics then yeah
there is no point. 2080ti can easily hit nearly 100fps in many AAA games but I always cap to 60hz and it makes the card pull like 130w instead of 280w and run with like 43c only on air. That’s the benefit of putting a massive beast air cooler on a gpu and then running well under capacity- you can get water cooling temperatures.

Which really makes me wishes someone would make a 4 or 5 slot air cooler gpu so I can get water cooling temperatures even at full load with 300w power draw - yes it would be insanely heavy and probably ugly and even more likely is that my estimation of temperatures improvements is too high since there is likely more inefficient heat transfer with air compared to water and all that but I’ll take my hopes and dreams

Back to the physics thing, there are some games I’ve played where aiming for super high frame rates gives you advantages because it affects physics and for example your character may jump higher and run faster than 60hz. However this is really bad game design and is not as common anymore, mainly Japanese developers still doing this even though every game programmers textbook says “don’t do this”
 
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For fast shooters, higher is better even above your monitors's refresh rate.

It still won't make a difference as your still waiting for the monitor to refresh and respond to inputs at whatever Hz it runs at, no matter how high the fps number goes.
 
It still won't make a difference as your still waiting for the monitor to refresh and respond to inputs at whatever Hz it runs at, no matter how high the fps number goes.

This isn't true in CS.

I can feel the difference between capped 60fps and 240+ on a 60hz screen.
The higher Fps feels different, even if looks the same.

Some game engines calculate stuff based on your Fps.
Fallout 4 with the Fps uncapped completely messes up the physics of the game.
 
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