Forum Discussion
could u try measuring this with presentmon, a not rtss? would be good to have 100% confirmation it's game and not anticheat, rtss might have issues getting through that, presentmon wont
also, can u try checking how the RenderDevice.RenderAheadLimit behaves after yeeting reflex and pcl files? it also could be messed up reflex (and dlss in general) implementation that makes it so limit = 0 never applies if you have reflex loaded
but the game does it's **bleep** best to not respect console commands, frequently resetting them to what it thinks they should be (and i mean sometimes on respawn, sometimes on entering drone, going to options screen etc)
I believe presentmon is blocked by the anticheat as when I use presentmon graphs within RTSS they just hang on "waiting for presentmon data stream", and other programs like capframeX have not been able to detect or capture data from bf6. Which really sucks as someone who likes to gather data and optimise games, I would like to be able to capture complete data. And yea alot of the console commands do reset, but for these tests I was checking the output of the command by simply running RenderDevice.RenderAheadLimit with no arguments, which returns the current value, which was unchanged for those tests.
I play around for a bit and see if I can get anything working. I might try get some definitive non averaged fps values through RTSS atleast to see if there are micro dips occurring.
- komandor_szyszka21 days agoSeasoned Rookie
crank up the po
polling period then in whatever's used for RTSS overlay source to get as close to issue as possible
- 20 days ago
I was able to capture data from BF6 using CapFrameX, which is based on PresentMon, I believe. But I always got very smooth and stable frametimes, so I thought the data wasn't helpful for troubleshooting this particular issue.