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Input lag

91 bytes removed, 11:38, 22 December 2023
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Ways to reduce input lag
**Another option for lag-mitigating technique known as Preemptive Frames. See [https://www.youtube.com/watch?v=NDYqRoyOKI4 this video] for information.
*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. To do this 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]. Another option to prevent this is simply using [[Vsync|V-SYNC (from NVCP)]] with Low Latency Mode: ULTRA or Anti-Lag+ 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://youtu.be/K_k1mjDeVEo?t=290 Battle(non)sense: AMD Anti-Lag+ results], [https://forums.blurbusters.com/viewtopic.php?t=8645 BlurBusters thread: Nvidia Reflex and low latency mode]</ref>
*Using [[Vsync|V-SYNC]] without "capping framerate limit to below your display's refresh rate" OR without "using Low Latency Mode: ULTRA or Anti-Lag+" will result "V-SYNC backpressure" which will cause additional input lag [https://youtu.be/L07t_mY2LEU?t=530 (especially if it includes triple buffering)]. To prevent this 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]. Another option to prevent this is simply using [[Vsync|V-SYNC (from NVCP)]] with Low Latency Mode: ULTRA or Anti-Lag+ from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel]; this will automatically prevent "V-SYNC backpressure".<ref name=renderqueueandvsyncbackpressure></ref> Keep in mind that if you're using AMD Anti-Lag+ and have a VRR monitor and also want to eliminate tearing completely [https://youtu.be/K_k1mjDeVEo?t=727 you need to use framerate limiter unfortunately because it does not keep the framerate inside the variable refresh rate range of the monitor] unlike Nvidia's solutions.
**Instead of manually capping framerate or using "Low Latency/Anti-Lag" features from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel], you could simply 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].
**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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