![]() Or get a G-Sync Video Card and Monitor and never need to worry about any of this stuff.Ĭontrary to what Squeak thinks about screen tearing, FX3 does not use any sort of static rendering, so screen tearing will happen on every frame that is rendered beyond the monitor refresh rate, which isn't your problem.Īnd V-sync doesn't work like he describes (Lord Squeak likes to make stuff up to fit his limited understanding of the world we live in) and is not going to make your monitor change the refresh rate. Second, Vsync On is the always the preffered method for games (and anythign for that matter unless you are running a video card benchmark), and you should also have pre-rendered frames set to 1 and Triple Buffering set to ON in your video driver software. Personally I prefer to keep v-sync off and limit the FPS in the driver profile (with nvidia inspector) it's a bit fiddly if you don't know your way around all the graphics stuff, so I'd recommend trying the other options first.Ĭan you explain me why some tables on my setup(vsync On) are running at 60fps versus some tables are running at 30fps please ?Īll Star wars tables except the two of Zeusįirst, how are you testing your in game frame rate?Īnd, are you on a laptop that is throttling your screen refresh rate due to a power saving setting?Īlso. ![]() (60fps) but keep it on when the fps goes above (60fps).įast sync - keeps the game rendering like if V-sync was off, but will keep an extra buffer frame which is synced with v-sync. because the camera doesn't move, so there will not be any tearing, unless the camera moves.Īdaptive sync - will simply turn off V-sync if the fps goes below the monitors refresh rate. You could turn V-sync OFF in the game profile, if you are playing in viewmode 1, 1w or 2. In some cases it can hit 45fps, when its just on the edge of 16,7ms, causing it to miss every other frame. This typically causes the game to go between 30 and 60 fps. (16,7ms) This causes the game to miss one V-sync signal, and have to wait for the next V-sync signal. In your case, some tables are a bit too much demanding of the GPU, so the time it takes to compute a frame, takes longer than a 60th of one second. This is done to prevent "tearing", which is caused by frames changing in the middle of the monitor drawing a frame. The game then know it is safe to put another frame onto the screen. ![]() The way V-sync works, it makes the game wait for the monitor to send a vertical sync signal, telling the game that it has just finished drawing a frame. I'm 99,9% sure it is because you have V-Sync ON
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