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shouldn't we make a glossary page for capping fps?


Hawaii Beach
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We should have a glossary page about capping / limiting FPS for games, and IMO should be done like http://pcgamingwiki.com/wiki/H1Z1:_King_of_the_Kill#Cap_FPS

 

Motivation: we all know that for most games (except games like CS:GO) achieving a FPS over 60fps (60hz monitor in this case ofc) will make NO difference than having it capped at 60, and causes computers to render frames that never gets used, also causing computers to run hotter and more. I know that v-sync does the job but sometimes you just don't wanna use it.

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we all know that for most games achieving a FPS over 60fps (60hz monitor in this case ofc) will make NO difference than having it capped at 60

 

That isn't entirely true. When rendering at a framerate higher than the monitor's refresh rate, the monitor will present frames that are newer at every update than if there was only a single frame rendered every 1/60th (for 60Hz) of a second.

At any rate, http://pcgamingwiki.com/wiki/Glossary:Frame_rate_(FPS) already provides info on capping framerate.

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In some cases directly capping the framerate can make the game run worse, sometimes VSync should be used as an alternative method if the game is running worse. (check the frametimes with something like MSI Afterburner to see if they game has micro stuttering)

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More frames = more updates = less input lag = less tearing.

Less input lag. But less tearing just isn't true. You will get noticeable tearing somewhere on the screen no matter what if you aren't using Vsync in FSE.

 

Borderless windowed will increase your input lag while still running at an unlocked framerate. DWM will just toss what it wants wherever. So if you run at a very high framerate in BW, you might be able to counter the lag added from DWM Vsync, but the visuals will not be completely smooth.

 

 

The only way to get no tearing with super low latency and high framerates is Freesync/Gsync. A consistent fixed update is still better IMO. Which you can use both to achieve. Cap the framerate with one of them, and you get a consistent smooth and even paced image with all the benefits of not using Vsync at all.

 

You can also try fast sync with a capped framerate of 90,120,150,180,240. Some games it works very well with.

 

 

 

In some cases directly capping the framerate can make the game run worse, sometimes VSync should be used as an alternative method if the game is running worse. (check the frametimes with something like MSI Afterburner to see if they game has micro stuttering)

I'd love to see actual examples of this.

I have never encountered it.

 

 

 

 

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Less input lag. But less tearing just isn't true. You will get noticeable tearing somewhere on the screen no matter what if you aren't using Vsync in FSE.

In a broad sense I guess it isn't true that a randomly around 60 FPS game has more tearing than, say 45 or 70 (on a 60Hz screen).

 

But (in particular if we are talking about such a light game as CS) if we have hundreds and hundreds of frames per second, the difference between out-of-refresh frames and the actually on screen image will lower and lower.

And in this way I'm assuming after a certain point one should even stop to mind.

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Capping FPS ofc gives the GPU less frames to pick from - introducing input lag.

 

 

 

In some cases directly capping the framerate can make the game run worse, sometimes VSync should be used as an alternative method if the game is running worse. (check the frametimes with something like MSI Afterburner to see if they game has micro stuttering)

 

True, afaik capping FPS using 3rd party software is not any good. I use vsync on games that has no option to set a fps cap.

 

 

That isn't entirely true. When rendering at a framerate higher than the monitor's refresh rate, the monitor will present frames that are newer at every update than if there was only a single frame rendered every 1/60th (for 60Hz) of a second.

At any rate, http://pcgamingwiki.com/wiki/Glossary:Frame_rate_(FPS) already provides info on capping framerate.

 

Yes, expained good in https://www.youtube.com/watch?v=hjWSRTYV8e0

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Frame rate capping is covered on Glossary:Frame rate (FPS). The game's own method (if it has one that works) is preferable, of course.

That seems right - specifically Glossary:Frame rate (FPS)#Frame_rate_capping. Didn't even know the section existed in the glossary, making it a standard in my changes.

edit: Glossary:Frame rate capping is now a thing

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True, afaik capping FPS using 3rd party software is not any good. I use vsync on games that has no option to set a fps cap.

Source?

Even because it seems odd you avoid an issue with one even worser.

 

Besides, you should check this, since not every cap is made equal.

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Source?

Even because it seems odd you avoid an issue with one even worser.

 

When I cap fps using nvidia inspector it introduces a lot of input lag, and many others say the same thing.

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