F5F Stay Refreshed Hardware Desktop Frames drop first because of the underlying issue, not the update itself.

Frames drop first because of the underlying issue, not the update itself.

Frames drop first because of the underlying issue, not the update itself.

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Nexio_
Member
155
03-24-2016, 03:27 PM
#1
You're experiencing frame drops despite stable CPU and GPU usage because of how your monitor handles refresh rates. Your monitor only supports 75Hz, but you're trying to force it to match your 60% usage. This mismatch causes the display to throttle frames down to maintain performance. AMD monitors often have settings that limit output based on available refresh rate, so adjusting those limits or using a higher refresh target might help.
N
Nexio_
03-24-2016, 03:27 PM #1

You're experiencing frame drops despite stable CPU and GPU usage because of how your monitor handles refresh rates. Your monitor only supports 75Hz, but you're trying to force it to match your 60% usage. This mismatch causes the display to throttle frames down to maintain performance. AMD monitors often have settings that limit output based on available refresh rate, so adjusting those limits or using a higher refresh target might help.

S
Siberian02
Member
157
03-28-2016, 04:31 AM
#2
Generally, the CPU and GPU operate at their maximum speed possible. They aren’t aware of the monitor’s refresh rate and don’t adjust specifically to match it. Their performance might be constrained by factors like memory speed or latency. The GPU needs the CPU to supply data quickly enough for optimal function. The CPU requires sufficient RAM access or disk speed to run at full capacity. Games aiming for a certain frame rate can change resolution or detail if they can’t hit that target, which may increase demand but depends on the engine’s implementation. That’s not a hardware limitation. (Simplified) A 75 Hz display refreshes an image every 13.3 ms. VSync locks the GPU to that rate; if it renders in 10 ms, it can pause for about 3.3 ms before updating, reducing usage. If it takes longer, it misses updates and stays idle for a shorter time until the next chance. This lowers overall consumption. However, if the GPU isn’t fast enough to reach or exceed 75 Hz, it may drop to half that rate (or even less). Some games automatically turn off VSync when the refresh can’t be met to prevent performance issues. You might try disabling VSync to observe its effect on frame rate.
S
Siberian02
03-28-2016, 04:31 AM #2

Generally, the CPU and GPU operate at their maximum speed possible. They aren’t aware of the monitor’s refresh rate and don’t adjust specifically to match it. Their performance might be constrained by factors like memory speed or latency. The GPU needs the CPU to supply data quickly enough for optimal function. The CPU requires sufficient RAM access or disk speed to run at full capacity. Games aiming for a certain frame rate can change resolution or detail if they can’t hit that target, which may increase demand but depends on the engine’s implementation. That’s not a hardware limitation. (Simplified) A 75 Hz display refreshes an image every 13.3 ms. VSync locks the GPU to that rate; if it renders in 10 ms, it can pause for about 3.3 ms before updating, reducing usage. If it takes longer, it misses updates and stays idle for a shorter time until the next chance. This lowers overall consumption. However, if the GPU isn’t fast enough to reach or exceed 75 Hz, it may drop to half that rate (or even less). Some games automatically turn off VSync when the refresh can’t be met to prevent performance issues. You might try disabling VSync to observe its effect on frame rate.