F5F Stay Refreshed Software PC Gaming Generate the required components and assemble them properly.

Generate the required components and assemble them properly.

Generate the required components and assemble them properly.

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marijn1505
Junior Member
47
06-11-2016, 11:26 AM
#1
I wanted to share some findings on what can be accomplished using a frame cap in RTSS with framegen. It significantly improves the 1 and 0.1 percent lows. I also compared running on p cores versus all cores, but the results were less favorable as shown in the graphs. The first graph uses front edge sync, which provides near-perfect frame pacing and timing. The second uses async, which isn't bad either. According to RTSS, async offers the lowest latency, while front edge excels in pacing. The frame time graph shows a much thinner line for async. The last graph displays a standard deviation, indicating how often FPS deviates from the average—lower values are better. In my tests, both options felt equally smooth and had similar latency. The benchmark loop I ran was straightforward, involving a simple game scenario with zombies and enemies, which is exactly what I use when gaming. Using a frame cap really helps with those tiny lags, and it’s a key reason I enable frame generation for this issue.
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marijn1505
06-11-2016, 11:26 AM #1

I wanted to share some findings on what can be accomplished using a frame cap in RTSS with framegen. It significantly improves the 1 and 0.1 percent lows. I also compared running on p cores versus all cores, but the results were less favorable as shown in the graphs. The first graph uses front edge sync, which provides near-perfect frame pacing and timing. The second uses async, which isn't bad either. According to RTSS, async offers the lowest latency, while front edge excels in pacing. The frame time graph shows a much thinner line for async. The last graph displays a standard deviation, indicating how often FPS deviates from the average—lower values are better. In my tests, both options felt equally smooth and had similar latency. The benchmark loop I ran was straightforward, involving a simple game scenario with zombies and enemies, which is exactly what I use when gaming. Using a frame cap really helps with those tiny lags, and it’s a key reason I enable frame generation for this issue.

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miner_kid
Member
131
07-03-2016, 04:09 AM
#2
It's wise to limit the frame rate even without frame drops, for a more fluid experience.
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miner_kid
07-03-2016, 04:09 AM #2

It's wise to limit the frame rate even without frame drops, for a more fluid experience.

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cocochip50
Member
193
07-03-2016, 05:17 AM
#3
Indeed, I just wanted to share this tho becuase 1 percent lows are always shown as terrible with frame gen
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cocochip50
07-03-2016, 05:17 AM #3

Indeed, I just wanted to share this tho becuase 1 percent lows are always shown as terrible with frame gen