F5F Stay Refreshed Software PC Gaming Performance issue with Dark Souls at 30 frames per second.

Performance issue with Dark Souls at 30 frames per second.

Performance issue with Dark Souls at 30 frames per second.

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Xxshalevop
Member
193
06-16-2020, 01:40 AM
#11
I've noticed adaptive-vsync often doesn't prevent screen tearing; it mainly addresses stutter when frame rates drop significantly. I experienced tearing with it too. Consider disabling adaptive-vsync and sticking to VSync, then limiting the frame rate to around 28 or 30 frames per second.
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Xxshalevop
06-16-2020, 01:40 AM #11

I've noticed adaptive-vsync often doesn't prevent screen tearing; it mainly addresses stutter when frame rates drop significantly. I experienced tearing with it too. Consider disabling adaptive-vsync and sticking to VSync, then limiting the frame rate to around 28 or 30 frames per second.

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walee123
Senior Member
737
06-17-2020, 08:03 PM
#12
Screens operate this way: when a game runs at 30 frames per second, it displays a frame roughly every two milliseconds. If those frames aren’t aligned properly, you’ll see tearing, but it doesn’t matter if the rate is 20, 30, 40, or any other number—consistency in timing is key.
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walee123
06-17-2020, 08:03 PM #12

Screens operate this way: when a game runs at 30 frames per second, it displays a frame roughly every two milliseconds. If those frames aren’t aligned properly, you’ll see tearing, but it doesn’t matter if the rate is 20, 30, 40, or any other number—consistency in timing is key.

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Imperfcti0n
Member
136
06-25-2020, 03:49 PM
#13
I initially planned to present a counterargument, but later recognized my mistake. The key was that the spot on the screen remained consistent, making out-of-sync behavior illogical. With both frequencies set at 30 and 60, the tearing points stayed fixed. This also explained how shifting the point across the screen affected the camera speed. My idea was that the game operates independently of external timing due to the emulator, which doesn't align with the computer's clock. Despite checks through the game, DSfix, and the NVIDIA panel (even when tried separately), it was consistently instructed to stay synchronized.
I
Imperfcti0n
06-25-2020, 03:49 PM #13

I initially planned to present a counterargument, but later recognized my mistake. The key was that the spot on the screen remained consistent, making out-of-sync behavior illogical. With both frequencies set at 30 and 60, the tearing points stayed fixed. This also explained how shifting the point across the screen affected the camera speed. My idea was that the game operates independently of external timing due to the emulator, which doesn't align with the computer's clock. Despite checks through the game, DSfix, and the NVIDIA panel (even when tried separately), it was consistently instructed to stay synchronized.

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