THe_KELRaTH
24-Jan-2003, 19:47
Ever since I installed a 9700Pro some 5 months ago I've had areas of games that stutter quite noticably. I eventually isolated it to having Vsync on and fps below the vsync cap.
I recently posted this on Rage3D:
To replicate the stuttering effect all you do is set the Display / monitor refresh Hz rate above the fps rate and lock Vsync on. In any game if the fps is the same or would be higher if Vsync were off then games are smooth / fluid but when the fps drops below the display Hz you get stuttering - this can be in long or short intervals (like motion blur) and seems to being caused by the card stalling due to a collision between the graphics memory updating and the display refreshing.
To demonstate the problem clearly it's easiest to use a lower spec CPU like 1 - 1.8Ghz (so your fps isn't too high all the time), run a game like UT2003, set monitor refresh at 60Hz and set Vsync on. Using a map like DM-Antalus, pan / strafe the trees and rocks and notice how when your fps is above 60Hz it's perfectly fluid but when fps drops below 60 you will see a motion blur / rubber band.
I have gone back to the earliest drivers, that could be altered to set vsync on via registry, and all show the same problem.
Sireric (ATI) replied:
Ok, the QA guys tried to replicate this and then came to get me to try to reproduce it. Here are the two systems we tried:
P4 1.7 GHz, i850, 512MB, SB Audigy, NIC, 9700P
Athlon 1400, KT266A, 512MB, SB Audigy, NIC, 9500
With both, we ran DM-Antalus in "instant action" mode. Using latest Demo of UT2003. Ran at:
1024x768, noAA, noAF
1024x768, 4xAA, 8xAF
1280x1024, no AA, noAF
1280x1024, 4xAA, 8xAF
tried with our latest drivers (9700p) as well as Cat 3.0a (9500) (7.81, downloaded from the net yesterday).
We set the refresh to 60 Hz, VSYNC forced on always. With the 9700pro, we saw no stuttering and the whole thing was very clean and smooth.
With the 9500, with AA on, there was a few stuttering items noticed, but straffing the trees/rocks, etc... there was no rubber banding or really any lack of smoothness. Overall, we each played 10 minutes on both system, and it looked really smooth.
Can you try the following items:
1) Set AGP aperture to 64MB
2) Disable all sound, disable all background apps and run with a clean boot.
Can you see if there's anything that causes an improvement difference?
My response:
Hi there Sireric, appreciate your time on this.
My AGP was already set at 64MB but I tried 32MB just in case and I've removed the Audigy sound card and drivers.
I've got to say I only used 60Hz as an example. With UT2003 Demo it's half the polygon count of the retail version so your fps will be much higher. (Mine was about double!)
The key to the problem is when your fps drops even 1 fps below your display Hz setting - it's an on/off effect not a gradual either. In console (~) type Stat fps to get the fps up or use fraps (www.fraps.com).
If my fps is above or at 60fps with 60Hz set it's absolutely fluid but as soon as it drops below this, thats when I see this vibrating / motion blur type of effect.
I can strafe along the rocks and as my fps goes above and below the display Hz setting I can watch the vibrating effect go on and off.
I've now tried with Vsync off but used triplebuiffering but unless I can get the fps almost matching the Display Hz there's serious tearing.
I can't remember id the demo had triplebuffering option or not but as with all demo options it has to be done but editing the ut2003.ini file under
[D3DDrv.D3DRenderDevice]
UseTripleBuffering=True
The tests have been done on an Asus CUSL2 Intel 815e chipset with P3-1Ghz 512mb ram - even installed an older Bios just in case, and an Asus P4T533-R 850e with P4-2.53 512mb PC1066 32bit Rdram.
The CUSL2 has Win2k Sp3 while the P4T533R has XP Pro.
Both 9700Pro's are Ver 1.1 - Dx9 Final with Cat3a.
Also tried DVI port - just in case!
Both PC's have been striped down to basic components with fresh installs. I think I mentioned earlier that I've also tried a full range of drivers starting with the one's on the CD.
Neither PC is having problems with any game glitches - even RalliSport is running fine. The problem doesn't seem to game related. For these tests I've been using RTCW openGL, UT2003 D3D and UT1 openGL and D3D.
UT2003 Antalus map - point of test reference
...........................................
On another point regarding D3D settings requiring a reboot:
Both PC's suffer from this since using the CAT3 Final drivers but the compatibility settings can be altered immediately and I've just tried RageTweak 3.7 and that alters AA/AF immediately.
................
The question is.. is it just me (and a few others) or is this the cause of the many posts complaining of stuttering and mouse lag.
It would be really useful if other users with R300 based cards could test this theory out too or suggest another reason that this happens.
Cheers Kel
I recently posted this on Rage3D:
To replicate the stuttering effect all you do is set the Display / monitor refresh Hz rate above the fps rate and lock Vsync on. In any game if the fps is the same or would be higher if Vsync were off then games are smooth / fluid but when the fps drops below the display Hz you get stuttering - this can be in long or short intervals (like motion blur) and seems to being caused by the card stalling due to a collision between the graphics memory updating and the display refreshing.
To demonstate the problem clearly it's easiest to use a lower spec CPU like 1 - 1.8Ghz (so your fps isn't too high all the time), run a game like UT2003, set monitor refresh at 60Hz and set Vsync on. Using a map like DM-Antalus, pan / strafe the trees and rocks and notice how when your fps is above 60Hz it's perfectly fluid but when fps drops below 60 you will see a motion blur / rubber band.
I have gone back to the earliest drivers, that could be altered to set vsync on via registry, and all show the same problem.
Sireric (ATI) replied:
Ok, the QA guys tried to replicate this and then came to get me to try to reproduce it. Here are the two systems we tried:
P4 1.7 GHz, i850, 512MB, SB Audigy, NIC, 9700P
Athlon 1400, KT266A, 512MB, SB Audigy, NIC, 9500
With both, we ran DM-Antalus in "instant action" mode. Using latest Demo of UT2003. Ran at:
1024x768, noAA, noAF
1024x768, 4xAA, 8xAF
1280x1024, no AA, noAF
1280x1024, 4xAA, 8xAF
tried with our latest drivers (9700p) as well as Cat 3.0a (9500) (7.81, downloaded from the net yesterday).
We set the refresh to 60 Hz, VSYNC forced on always. With the 9700pro, we saw no stuttering and the whole thing was very clean and smooth.
With the 9500, with AA on, there was a few stuttering items noticed, but straffing the trees/rocks, etc... there was no rubber banding or really any lack of smoothness. Overall, we each played 10 minutes on both system, and it looked really smooth.
Can you try the following items:
1) Set AGP aperture to 64MB
2) Disable all sound, disable all background apps and run with a clean boot.
Can you see if there's anything that causes an improvement difference?
My response:
Hi there Sireric, appreciate your time on this.
My AGP was already set at 64MB but I tried 32MB just in case and I've removed the Audigy sound card and drivers.
I've got to say I only used 60Hz as an example. With UT2003 Demo it's half the polygon count of the retail version so your fps will be much higher. (Mine was about double!)
The key to the problem is when your fps drops even 1 fps below your display Hz setting - it's an on/off effect not a gradual either. In console (~) type Stat fps to get the fps up or use fraps (www.fraps.com).
If my fps is above or at 60fps with 60Hz set it's absolutely fluid but as soon as it drops below this, thats when I see this vibrating / motion blur type of effect.
I can strafe along the rocks and as my fps goes above and below the display Hz setting I can watch the vibrating effect go on and off.
I've now tried with Vsync off but used triplebuiffering but unless I can get the fps almost matching the Display Hz there's serious tearing.
I can't remember id the demo had triplebuffering option or not but as with all demo options it has to be done but editing the ut2003.ini file under
[D3DDrv.D3DRenderDevice]
UseTripleBuffering=True
The tests have been done on an Asus CUSL2 Intel 815e chipset with P3-1Ghz 512mb ram - even installed an older Bios just in case, and an Asus P4T533-R 850e with P4-2.53 512mb PC1066 32bit Rdram.
The CUSL2 has Win2k Sp3 while the P4T533R has XP Pro.
Both 9700Pro's are Ver 1.1 - Dx9 Final with Cat3a.
Also tried DVI port - just in case!
Both PC's have been striped down to basic components with fresh installs. I think I mentioned earlier that I've also tried a full range of drivers starting with the one's on the CD.
Neither PC is having problems with any game glitches - even RalliSport is running fine. The problem doesn't seem to game related. For these tests I've been using RTCW openGL, UT2003 D3D and UT1 openGL and D3D.
UT2003 Antalus map - point of test reference
...........................................
On another point regarding D3D settings requiring a reboot:
Both PC's suffer from this since using the CAT3 Final drivers but the compatibility settings can be altered immediately and I've just tried RageTweak 3.7 and that alters AA/AF immediately.
................
The question is.. is it just me (and a few others) or is this the cause of the many posts complaining of stuttering and mouse lag.
It would be really useful if other users with R300 based cards could test this theory out too or suggest another reason that this happens.
Cheers Kel