![]() ![]() ![]() This can be manually overridden by changing the “Vertical sync” entry in the control panel to “Off,” “On,” or “Fast.”īut this doesn't really read like a recommendation one way or the other to me and perhaps its notable that Nvidia defaults the behavior to the in-game V-Sync option? Of course there is some explanation of what V-Sync ON with G-Sync does, but I'm still somewhat confused on the rationale between in-game or control panel. ![]() > Currently, when G-SYNC is enabled, the control panel’s “Vertical sync” entry is automatically engaged to “Use the 3D application setting,” which defers V-SYNC fallback behavior and frametime compensation control to the in-game V-SYNC option. So, towards the bottom this block is present: This video is old, no idea if this still applies, but if this is the default behavior of the engine there is no way we are going to get smooth indie Unity games any time For that link you provided, it's not really clear to me what the recommendation is. Probably the engine leaves too much in the hands of the developers and the default configuration is a stuttery mess. Most Unity games out there will stutter from time to time no matter what, I have no idea what's wrong with this engine.Īcross 2 different PCs and 2 different monitors, a GTX 970, 10Ti, I have always had this problem with Unity, lower budget indie titles seem to be the most affected ones. The NVCP Vsync ON works well for most titles as far as my perception goes (I don't have the equipment to test latency). Personally I keep the NVCP Vsync set to ON and I attempt to use in-game Vsync in problematic titles when I notice microstutters or any other bad behaviors related to Vsync and framepacing. "While NVCP V-SYNC has no input lag reduction over in-game V-SYNC, and when used with G-SYNC + FPS limit, it will never engage, some in-game V-SYNC solutions may introduce their own frame buffer or frame pacing behaviors, enable triple buffer V-SYNC automatically (not optimal for the native double buffer of G-SYNC), or simply not function at all, and, thus, NVCP V-SYNC is the safest bet." This is somewhat confirmed by blurbusters as well, and they also claim that Gsync is natively double buffered: I remember him mentioning this in one of his older videos, I can't recall which one though. The Vsync ON option in the NVCP doesn't trigger said optimizations. Probably the reason why he recommended using in-game Vsync is because, according to him, some game engines have optimizations in place to lower input latency that are triggered only when in-game Vsync is active. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |