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'''4.''' Always make sure that your [https://youtu.be/7DPqtPFX4xo?t=72 GPU is underutilized] for preventing [https://youtu.be/K_k1mjDeVEo?t=83 render queue bottleneck] which causes considerable amount of input lag. If that is the case use framerate capping such as "in-game frame capping" or equivalent option from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel].
 
'''4.''' Always make sure that your [https://youtu.be/7DPqtPFX4xo?t=72 GPU is underutilized] for preventing [https://youtu.be/K_k1mjDeVEo?t=83 render queue bottleneck] which causes considerable amount of input lag. If that is the case use framerate capping such as "in-game frame capping" or equivalent option from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel].
:'''4.1.''' [https://youtu.be/7DPqtPFX4xo?t=650 NVIDIA Reflex feature] from in-game option will prevent this, but unfortunately not all GPUs and [https://www.nvidia.com/en-gb/geforce/technologies/reflex/supported-products/ games supports this feature].
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:'''4.1.''' If you have a VRR capable display another option for you to prevent this is simply using both [[Vsync|V-SYNC]] and "Low Latency Mode: ULTRA" or "AMD Anti-Lag+" options '''from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel]'''; this will automatically prevent "render queue bottleneck".<ref name=renderqueueandvsyncbackpressure>[https://www.nvidia.com/en-us/geforce/guides/gfecnt/202010/system-latency-optimization-guide/ Nvidia: System latency optimization guide], [https://forums.blurbusters.com/viewtopic.php?t=8645 BlurBusters thread: Nvidia Reflex and low latency mode]</ref>
:'''4.2.''' If you have a VRR capable display another option for you to prevent this is simply using both [[Vsync|V-SYNC]] and "Low Latency Mode: ULTRA" or "AMD Anti-Lag+" options '''from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel]'''; this will automatically prevent "render queue bottleneck".<ref name=renderqueueandvsyncbackpressure>[https://www.nvidia.com/en-us/geforce/guides/gfecnt/202010/system-latency-optimization-guide/ Nvidia: System latency optimization guide], [https://forums.blurbusters.com/viewtopic.php?t=8645 BlurBusters thread: Nvidia Reflex and low latency mode]</ref>
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::'''4.1.1.''' Keep in mind that if you are using [[Vsync|V-SYNC]] on non-VRR capable display, it will result "V-SYNC backpressure" which will cause additional input lag [https://youtu.be/L07t_mY2LEU?t=530 (especially if it includes triple buffering)].
::'''4.2.1.''' Keep in mind that if you are using [[Vsync|V-SYNC]] on non-VRR capable display, it will result "V-SYNC backpressure" which will cause additional input lag [https://youtu.be/L07t_mY2LEU?t=530 (especially if it includes triple buffering)].
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::'''4.1.2.''' If you have a VRR capable display and using "AMD Anti-Lag+" and also want to eliminate tearing completely with all of these: [https://youtu.be/K_k1mjDeVEo?t=727 you need to use framerate limiter again, because it does not keep the framerate inside the variable refresh rate range of the display] unlike Nvidia's "Low Latency Mode: ULTRA" solution.
::'''4.2.2.''' If you have a VRR capable display and using "AMD Anti-Lag+" and also want to eliminate tearing completely with all of these: [https://youtu.be/K_k1mjDeVEo?t=727 you need to use framerate limiter again, because it does not keep the framerate inside the variable refresh rate range of the display] unlike Nvidia's "Low Latency Mode: ULTRA" solution.
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:'''4.2.''' Always use [https://youtu.be/7DPqtPFX4xo?t=650 NVIDIA Reflex feature] from in-game, but unfortunately not all [https://www.nvidia.com/en-gb/geforce/technologies/reflex/supported-products/ games supports this feature].
  
 
'''5.''' Some graphics drivers enforce excessive frame buffering, which may be eliminated with GPU commands. RetroArch's [[Vsync#Hard_GPU_Sync|Synchronization Fences/Hard Sync]] for OpenGL does this. If you're using Vulkan backend, be sure to set the [https://arm-software.github.io/vulkan_best_practice_for_mobile_developers/samples/performance/swapchain_images/swapchain_images_tutorial.html max swapchain images] parameter to 2, though weaker GPUs (especially Intel iGPUs), can struggle with this, particularly if using intensive [[Shader_Presets|shader presets]] or increasing [[Resolution|internal or rendering resolution]].
 
'''5.''' Some graphics drivers enforce excessive frame buffering, which may be eliminated with GPU commands. RetroArch's [[Vsync#Hard_GPU_Sync|Synchronization Fences/Hard Sync]] for OpenGL does this. If you're using Vulkan backend, be sure to set the [https://arm-software.github.io/vulkan_best_practice_for_mobile_developers/samples/performance/swapchain_images/swapchain_images_tutorial.html max swapchain images] parameter to 2, though weaker GPUs (especially Intel iGPUs), can struggle with this, particularly if using intensive [[Shader_Presets|shader presets]] or increasing [[Resolution|internal or rendering resolution]].

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