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@Sick1ClickWell now you are getting somewhere my friend, I have heard of scanline sync. The negative value you put there must be callibrated on per game/user basis - there are guides on guru3d forums. Also the game must render more frames than the monitor refresh rate for it to work properly (about 120 FPS for 60 Hz monitor). I personally have never used it, but I have heard good opinions. It provides tear-less gameplay without introducing input lag. The thing with RTSS frame cap is that it introduces 0-1 frames of input lag, so it's a bit worse than in-game frame limiters. However, what I found to make my game work much better are two things: reducing mouse polling rate to 500 Hz (or 250 Hz for slower processors) and excluding the whole Apex Legends folder from Windows Defender (I do not know how this works with other antivirus softwares). This made my CPU usage considerably lower and made the game fell and play much smoother.
All-in-all I doubt there is a perfect solution without using an Adaptive Sync display, like GSync.
@MirageMatt Yeah, right! I wrote here how to calibrate as well 🙂
RTSS is even better than ingame cap and sync. With RTSS I got 6.9ms Frametimes on a 144 Hz display, with ingame sync it's 7.2ms, with cap it's around 7ms. If you can handle constant 190 hz/fps you're on 5ms! I guess, I need a 240 Hz screen :D
What's even better, is that the frametime are much more stable than without RTSS. Without cap you'll have sometimes (not constantly) lower frametimes, because you can have more fps, but than its not stutter-free/tearing-free. I visited two friends today, both are exited about this solution 🙂 To set the polling rate to 500 Hz helped many people with older cpus, with newst there is no change (I could feel a differenc on my old i5-4690k)
I am sure you'll feel the difference with and without RTSS. RTSS feels like realtime input in every situation, if your pc has engough power for sure, lets give a try.
- 6 years ago
Someone delete my post, 3rd time right now.
- 5 years ago@Sick1Click oof
- 6 years ago
@Sick1ClickWell this is not entirely true. Let's take your example. What RTSS shows as frametime, is the time it perceived to render one frame, but it actually does the frame-capping on the CPU-level, so it sometimes has to wait 0-1 frames and it doesn't tell you that in frametime. So your ACTUAL frametime (or I should rather say the actual delay between processing a frame and it's display) is more like 6.9ms+[0-6.9ms]=6.9-13.8 ms. While the game has 7/7.2 ms. The difference is low, but it's still there. So, frametime does not actually help in measuring input lag, it only says how much time the GPU needs to render one frame. Measuring input lag can only be done by using speed camera, because of many variables. The time of your mouse and keyboard to send a signal, CPU process time and queue, same for GPU and lastly sending it to the monitor, or waiting for last frame to completely display if you're using VSync. If you prefer the smootness, go for RTSS. It's no way near to VSync considering input lag.
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