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@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.
@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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