Hopefully someone here can answer this, I may end up cross-posting to the PC game forum. I think I know what's happening, but I'd like a second opinion.
Background: Oculus Rift is on the way. Runs at 75Hz, my current monitor runs at 60Hz.
Problem: This mismatch causes issues with the Rift running in Extended Display mode, since each display is using a different refresh rate. Seems to cause some low-level confusion in the display drivers.
Solution: Bump up the refresh rate of the current monitor to 75Hz. Once they match, many problems solved.
So I did it, set up a custom resolution in NVidia control panel. The computer seems to be running fine, and displaying normally. The monitor's not freaking out, even though what it's receiving is technically more than it can handle. I half expected it to.
I tried a game (Diablo 3), cranked it up to 75fps, and the game runs fine like that. EVGA Precision displays the framerate at 75-76fps. Game runs like ass.. lol. It's smooth, but choppy.. I can tell it's running at a high framerate, but there's a juddering to the movement. Easy to see on a game like D3 because the entire background moves whenever you move your character.
Now, what I think is happening is a simple frame-pacing issue. The computer is sending a new frame every 13ms, but the monitor is only refreshing every 16ms (rough numbers). Every so often, there's a missed frame, and the result is judder. I think this is more or less what occurs in the opposite direction with the Rift not quite locked into the correct refresh rate, and what Digital Foundry talks about with some games running at a locked framerate, but looking choppy because of frame pacing.
Of course, the only way for me to confirm this is to shoot it with high-speed video, and I don't really have a reliable way to do that, or to properly analyze the footage afterwards.
Does that frame-pacing theory seem sound? Anyone have any other ideas what might be going on if that's not it? I'm sure the monitor can handle all of this, but I'd rather not burn it up in the process.. hehe. It's a nice monitor.
Background: Oculus Rift is on the way. Runs at 75Hz, my current monitor runs at 60Hz.
Problem: This mismatch causes issues with the Rift running in Extended Display mode, since each display is using a different refresh rate. Seems to cause some low-level confusion in the display drivers.
Solution: Bump up the refresh rate of the current monitor to 75Hz. Once they match, many problems solved.
So I did it, set up a custom resolution in NVidia control panel. The computer seems to be running fine, and displaying normally. The monitor's not freaking out, even though what it's receiving is technically more than it can handle. I half expected it to.
I tried a game (Diablo 3), cranked it up to 75fps, and the game runs fine like that. EVGA Precision displays the framerate at 75-76fps. Game runs like ass.. lol. It's smooth, but choppy.. I can tell it's running at a high framerate, but there's a juddering to the movement. Easy to see on a game like D3 because the entire background moves whenever you move your character.
Now, what I think is happening is a simple frame-pacing issue. The computer is sending a new frame every 13ms, but the monitor is only refreshing every 16ms (rough numbers). Every so often, there's a missed frame, and the result is judder. I think this is more or less what occurs in the opposite direction with the Rift not quite locked into the correct refresh rate, and what Digital Foundry talks about with some games running at a locked framerate, but looking choppy because of frame pacing.
Of course, the only way for me to confirm this is to shoot it with high-speed video, and I don't really have a reliable way to do that, or to properly analyze the footage afterwards.
Does that frame-pacing theory seem sound? Anyone have any other ideas what might be going on if that's not it? I'm sure the monitor can handle all of this, but I'd rather not burn it up in the process.. hehe. It's a nice monitor.