Gotta fit those numbers to their narrative, rightI have only seen now that Hardwareunboxed used V-Sync while measuring the latency hit with MFG:
Quality content here...
Is it wrong to use V-Sync with FG on a G-sync display? Reflex smartly limits the framerate just under monitor refresh rate so that V-sync doesn't add latency. Or maybe this incorrect and latency is added? If so, how much latency?I have only seen now that Hardwareunboxed used V-Sync while measuring the latency hit with MFG
Does something indicate that Tim is hitting V-Sync limit and therefore drastically increasing latency?V-Sync enabled in the App and Reflex limits the FPS slighty under the V-Sync limit of the VRR display. Running into V-Sync means buffering not only the next new one but the generated one, too. So latency increases massively over Reflex and V-Sync.
The bottom graph shows him hitting a vsynced 120hz to apparently compare latency at a comparable 120fps. If it was working properly with reflex active I would expect the frame gen fps cap to be like 117fps? The top graph is how DF tested latency and lines up, the bottom graph is useless at best and the only way to make that data useful is to tell the audience this is how not to use it.Does something indicate that Tim is hitting V-Sync limit and therefore drastically increasing latency?
The bottom graph shows him hitting a vsynced 120hz to apparently compare latency at a comparable 120fps. If it was working properly with reflex active I would expect the frame gen fps cap to be like 117fps? The top graph is how DF tested latency and lines up, the bottom graph is useless at best and the only way to make that data useful is to tell the audience this is how not to use it.
Considering Tim should have access to higher refresh rate monitors using one of them might have actually represented a better end user case for x3 and x4 modes.
He's done something weird to create that latency, When i've used framegen with an external limiter below 138fps the latency is horrendous. To do it right maybe he should have got a 120hz panel or set his display to 120hz if it's greater, looked at what reflex uses when working properly and then manually capped the native if needed but he should be using reflex on the native aswell.I hadn't really thought about this. I don't think you can disable reflex when frame gen is active, so the only think that makes sense is he had vsync disabled and a manual frame limit of 120. As long as you don't enable vsync, reflex won't automatically cap your framerate. That would have been an odd choice, but maybe it makes for better youtube presentation? Are you able to set frame limits in-game while frame gen is active?
Edit: The maybe worst answer is that the 120 average and base frame rate are made up because he didn’t want to explain why it was capped at 114 or something for all of them.
If he truly is hitting max refresh rate so that V-Sync adds latency, then I don't understand why he is reporting very similar latency numbers as I see with my 120hz display + correct Reflex capping.The bottom graph shows him hitting a vsynced 120hz to apparently compare latency at a comparable 120fps. If it was working properly with reflex active I would expect the frame gen fps cap to be like 117fps? The top graph is how DF tested latency and lines up, the bottom graph is useless at best and the only way to make that data useful is to tell the audience this is how not to use it.
This is still using traditional vsync though, not reflex! An important distinction as NV would never recommend playing without it. Capping below with Vsync on is still going to be queing frames, which Reflex will not do. VRR is the only way to do this latency measurement right in the end with Vsync only at the top, potentially. SO Gsync + forced driver vsync + DLSS fg on in game and then somehow recording and measuring latency.If he truly is hitting max refresh rate so that V-Sync adds latency, then I don't understand why he is reporting very similar latency numbers as I see with my 120hz display + correct Reflex capping.
In his 2022 FG video Alex showed ~50ms latency when V-Sync'd + limited to below monitor's refresh rate. He showed over 100ms when hitting V-sync.
Based on all this, I will assume that 120 number just indicates what Tim's display is capped at and that V-Sync isn't being used improperly in his testing. I'm going to need to see stronger evidence pointing to foul play/incompetence.
From Alex's video:
View attachment 12961
As fun as LDAT is, the tiers there seem arbitrary and beggar belief. 4-8 ms of added input latency requiring "caution for serious gaming"? I am not even sure fighter pilots could feel 4-8 ms of input latency differences.Easiest thing would be to use LDAT as a baseline for testing the various configurations so you get full pipeline details..
Then setup Tiers similar to what TFT central does:
View attachment 12963
As fun as LDAT is, the tiers there seem arbitrary and beggar belief. 4-8 ms of added input latency requiring "caution for serious gaming"? I am not even sure fighter pilots could feel 4-8 ms of input latency differences.
The point in bringing up your old video was to show how drastically hitting that V-Sync wall should cripple latency.This is still using traditional vsync though, not reflex! An important distinction as NV would never recommend playing without it. Capping below with Vsync on is still going to be queing frames, which Reflex will not do. VRR is the only way to do this latency measurement right in the end with Vsync only at the top, potentially. SO Gsync + forced driver vsync + DLSS fg on in game and then somehow recording and measuring latency.
He is using the ingame frame limiter which limits the "nativ" frames and MFG is used to generate 2x, 3x or 4x more frames. He is not reaching the V-Sync limit.