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#Direct3d overrider rivatuner windows
Because Smooth V-Sync allows for dramatic input lag reduction! By running the game in a window or borderless window, Windows handles the vertical synchronization, which can lead to smoother gameplay and lower input lag. There will be times where you will encounter an area of the game entirely in 30 FPS, then have it switch back to a higher frame rate when nothing is taxing your GPUs. If your game constantly fluctuates between 30 and 60 FPS, there is a good chance that enabling Smooth V-Sync will lock you to 30 FPS throughout your gaming session, in order to provide the most consistent experience. Smooth V-Sync attempts to keep the frame rate at the most sustainable level.
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Forcing a flip queue setting of 1 resulted in an average input lag of 97ms 5. You can configure this option by downloading the RadeonPro application, which allows deeper tweaking of your Radeon GPU. Setting it to 1 prevents the CPU from processing more frames than it needs to, allowing the GPU to do most of the grunt work. If you have a particularly powerful GPU, you can reduce this value in order to achieve significantly lower input lag, without any noticeable downsides. The default value is set to 3, which typically achieves the best balance between input lag and a smooth image. Maximum pre-rendered frames is a setting that governs the amount of frames the CPU is able to process before handing it off to the GPU. The game presents slightly higher controller latency when forcing V-Sync via the control panel, with a controller latency of ms 6. If a game suffers from poor V-Sync implementation, it is possible to force V-Sync through the GPU control panel itself, which may sometimes offer a better experience. Enabling V-Sync in-game results in a controller latency of ms 6.ĭisabling frame pacing results in an extremely high input lag of ms 8. Enabling V-Sync synchronizes the game with the refresh rate of the display to remove screen tearing, however it also adds around 2 frames of input lag in most cases. However, it may not be the option with the lowest input lag. Ultra Street Fighter IV achieves an ultra-low 59ms 3. If reducing input lag is your primary concern, then this is your best option. The screen tearing exhibited by the lack of V-Sync can be very distracting to most gamers. Disabling it removes the frame rate cap, which also causes massive amounts of screen tearing. To achieve the lowest possible controller latency, the best option is to completely disable vertical sync. The average of ten button presses is used as our final result. To measure latency, we calculate the amount of frames between the first key press and the first action on-screen. Our Ducky Shine 4 keyboard features a lighting mode that illuminates on each key press. Latency is measured after applying various configurations detailed in this article. Experiment and see what feels best to you! Input lag in video games is a result of two main things: frame rate and V-Sync implementation. It felt awkward and unnatural after playing on the Xbox version for so long. I measured this difference in latency when I wrote my last article, and the difference is quite noticeable: the Xbox version of USFIV averaged approximately 85ms of controller latency, whereas the PlayStation 3 version averaged approximately ms check out our video game input lag database. However, the fighting game community started to notice that the Xbox version of the game had lower input lag over other versions. The game was mainly designed for Nvidia architecture, which resulted in the PC, PlayStation 3, and arcade versions being similar to each other in terms of latency.