-
-
Notifications
You must be signed in to change notification settings - Fork 1.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
renderer: vrr support and borderless window optimizations #3549
Conversation
Ok, so testing this after figuring out how to reliably get it to switch to tearing mode. It actually works great. Using the same mode built in for OpenGL works as well though there can be performance differences. In Xenosaga I for example, using any kind of Blending Accuracy is needed for shadows to render properly but it absolutely wrecks performance in cutscenes even on an RTX 2080. (Difference on average just from None to Basic can be 30-40+% GPU usage. Less so during gameplay but when using AWGS in battle with Blending Accuracy Basic in OGL causes the same GPU usage jump without any visual differences at all when I took comparison screens.). Back on topic, the shadows aren't rendered correctly I think no matter what in DX11 (Not that they look bad and actually it renders with blending accuracy high in DX11 but that tanks performance from 175FPS down to 55FPS or so in one scene on a 2080 at 4x res) so that's not an issue there. So your build seems to work really well to enable tearing and allow the driver to take over Vsync control in Flip Model or use Scanline Sync and get the best frame pacing without major stuttering in Windows 10. (And introduce the least latency in the process). So I hope this ends up getting merged. Is there a reason why it doesn't work when using a 4:3 aspect ratio in a 16:9 window? |
Thank you for posting your experience
Yes, it's because of how we handle aspect ratio via the gui instead of the rendering so driver fails to detect it as fullscreen. Waiting for #3588 to be merged before proceeding. Should be sorted after that. |
6f5a6d6
to
487ab8d
Compare
I hope this can get merged. I tried a build with it a few months ago and it's exactly what I needed to make PCSX2 trigger 3D Vision in DX11 without the need of using an old Special K build in a hacky way. Also, playing in 2D with G-Sync is a lot better than without it, when you can get some fps drops. |
Cool, good to hear that it's offering some improvements there. As far as merging is concerned there are two major problems with this PR:
Right now GSdx is getting ready to be merged into core. So I'm going to wait for that as I imagine the logistics of that will be taking much of my time. As I understand it the TAS guys need 1 anyway so that should be likely to be addressed sometime hopefully in the semi-near future. Again, hopefully after the GSdx merge. |
487ab8d
to
a670489
Compare
a670489
to
d0c2201
Compare
Must have broke it in my latest push, thanks I'll look at it. |
d0c2201
to
4268fcb
Compare
4268fcb
to
1109561
Compare
Rebased and pulled in a commit from #4615 (for testing, I'll rebase it off master later). Details in updated pr description. |
Works great only problem I could find was if you are full screen in Direct3D11 and switch to OpenGL then double click to go back to windowed it will be frozen on an old frame. |
@JordanTheToaster can you test if that's a result of #4615 or this one please? (since Kojin has temporarily merged the two) |
Works correctly on #4615 so it's this PR that causes the issue. |
I mentioned it in the known issues section. |
I can confirm that AMD works (GL & DX11). |
I don't think GL has any code for this yet? |
It sorta does, but it's frame pacing is terrible when using G-Sync on OGL |
I would like to test this as well if possible, but I can't download the builds. Can anyone send me a link to the AVX2 build? FWIW, I have an Nvidia GPU and running windows 10 x64. |
Is there any reason it was closed ? This is the only way to have lagless D3D11 (I have AMD so OpenGL in Hardware mode is not a great choice for me). |
It's being superseded by something coming in the future. |
Superseded by what? |
You'll find out when it comes, but you will get your VRR eventually. |
Description of Changes
Standard
so users without VRR support don't experience tearing by default.Rationale behind Changes
Suggested Testing Steps
Wait for VSync on refresh
option toDisabled
and enter fullscreen againOften things like buffering pauses can help with visualizing tearing.
Known Issues