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MSI Afterburner Beta 10-FPS limiter in

Out of curiosity, I turned vsync on in game (BF3) while having the limiter set to 56 fps, and it honestly feels like I got the best of both worlds - no tearing at all, but didn't feel like there was any lag.

Tried upping to limit to 60 with vsync and felt like there was lag.

Dropped the limit to 59 with vsync and didn't feel like there was any lag.

Can someone else try this and let me know if it feels the same for them? Could just be convincing myself in my head :)
 
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Out of curiosity, I turned vsync on in game (BF3) while having the limiter set to 56 fps, and it honestly feels like I got the best of both worlds - no tearing at all, but didn't feel like there was any lag.

Tried upping to limit to 60 with vsync and felt like there was lag.

Dropped the limit to 59 with vsync and didn't feel like there was any lag.

Can someone else try this and let me know if it feels the same for them? Could just be convincing myself in my head :)

A few people have reported the same thing with V-sync and FPS Limiting. Might be a placebo effect.. Who knows.
 
can you explain to me how exactly then big boy. either frame rate limiter is acting like v-sync and waiting for the next frame or there will be tearing.

there is no other possible way for it to work
 
Setting the limit to above 65 gets rid of tearing in Battlefield 3 for me, whereas 60 still has quite a lot of tearing. Strange
 
Out of curiosity, I turned vsync on in game (BF3) while having the limiter set to 56 fps, and it honestly feels like I got the best of both worlds - no tearing at all, but didn't feel like there was any lag.

Tried upping to limit to 60 with vsync and felt like there was lag.

Dropped the limit to 59 with vsync and didn't feel like there was any lag.

Can someone else try this and let me know if it feels the same for them? Could just be convincing myself in my head :)
I have noticed the same thing in other Direct3D games. OpenGL wasn't so much of a problem, as Triple Buffering is dealt with correctly, AFAIK. That said, the Doom 3 engine doesn't work well with it, IIRC.

What should happen in TB is that the two non-monitor buffers are allowed to be used by the graphics card as if VSync was disabled, i.e., the graphics card writes to these as fast as possible with no delay/lag between frames. When it is time for the monitor to flip buffers, at the end of the current image (VSync), it simply moves to the buffer that is NOT being directly written to by the graphics card. No tearing, and delay is only as long as the monitor refresh time for each image (16ms maximum at 60Hz). This should be the only additional input lag that VSync + TB causes. The software might want/need to know which frames have been "dropped", in order to present a nicer image to the user, but I don't think this is necessary.

However, AFAIK: In Direct3D, most Triple Buffering is done purely by incresing the number of frame buffers to 3, without regard to overwriting out of date frames. In other words, the graphics card does not flip instantly whenever it has finished a frame. It will only fill a buffer if this buffer has already been written to the monitor (hence deemed out-of-date). This means that every frame generated is displayed, regardless of whether the graphics card could have generated another, newer frame (read this as most up-to-date user input) in the mean time. The graphics card will actually stall waiting for the monitor to display a frame that is already at least one buffer behind. With true TB, the graphics card always runs flat out, just as with VSync disabled.

So, the reason that input lag is introduced is down the implementation of Triple Buffering. I say this loosely, as I don't consider most Direct3D TB to actually be TB. I expect to see the graphics card work for its meal when TB is enabled.

So, whenever the frame rate generated by the graphics card goes above that which can be displayed by the monitor the buffers get full and the card stalls. EVERY frame displayed from THEN ON... and until such time as the framerate generated falls below the refresh rate... WILL BE delayed and suffer input lag.

Now, turn on the FPS limiter. All of a sudden, the generated framerate CANNOT go above the monitor refresh rate. There can NEVER be more than one buffer waiting to be displayed. However, the extra buffers at least ensure that we don't suffer the normal halving (or worse) of framerate that double buffering endures, because the graphics card can move on to another buffer whilst the monitor finishes one and moves to the last. There cannot be more than one full undisplayed image between the monitor's current buffer (being read to screen) and the graphics card's buffer being written.

So, we almost have the best of all worlds for those of us who hate tearing. No additional input lag caused by dodgy TB implementations, just a small amount of lag introduced naturally as the result of VSync (monitor introduced lag, not graphics card).

Personally, I have set my FPS limiter to 59 and use VSync + TB. I can live with a little constant monitor lag, but cannot live with the lag caused by overzealous buffer filling!

Now, don't get me started on why we still have to use fixed refresh rates on LCD monitors...

Hope this helps,

Martin
 
Out of curiosity, I turned vsync on in game (BF3) while having the limiter set to 56 fps, and it honestly feels like I got the best of both worlds - no tearing at all, but didn't feel like there was any lag.

Tried upping to limit to 60 with vsync and felt like there was lag.

Dropped the limit to 59 with vsync and didn't feel like there was any lag.

Can someone else try this and let me know if it feels the same for them? Could just be convincing myself in my head :)

This is what I tried and noticed it aswell :cool::cool:, nice find
 
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