duchU;n9328651 said:
Well, TW1 still lags in Trade Quarter during the day even on i7-4790K so it might be a good idea to try this value anyway. And TW2 is the same engine as TW3, only earlier version.
Open a thread for this here:
https://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher/tech-support-ab
Be sure to ping me with
SigilFey in your message, and we can troubleshoot. (Holy bovine! There's recent traffic there, too... I have lapsed in my duties of perusing the boards.
)
duchU;n9328651 said:
One more question -> should I still set it to 1 when playing TW3 with G-sync @ 144Hz?
Maybe?(![?]) I wish this was as simple as a Yes / No answer. This is what I was trying to clarify above. High FPS normally results in either a.) "dropped frames" or b.) "duplicate frames".
a.) Dropped: I have a powerful GPU, but my monitor is set to low Hz (59 Hz or 60 Hz). The GPU can
render, say, 120+ frames per second, but my monitor will only ever
draw a maximum of 60 full frames per second with Vsync on. The rest of those frames will be "dropped" -- deleted from the video buffer without ever being drawn. Alternatively, if vsync is off, multiple,
partial frames will be drawn as the screen refreshes from top to bottom, resulting in, for example, the top of the screen being drawn from frame 1, the middle of the screen from frame 2, and the bottom of the screen from frame 3. This is what creates "screen tearing". It keeps FPS up by impacting image quality, but it also means that no
single "value" can be applied to a single frame.
b.) Duplicate: If my monitor is capable of
drawing more frames than the GPU can actually
render (monitor is refreshing at 120 Hz or 144 Hz, but the game is only cranking out ~50 FPS), this means there are "empty" frames. GPUs will cope with this by re-assigning already-drawn frames
again, ensuring there's an image on-screen every time the monitor refreshes.
(Takes another deep breath.) So, if a game relies on
accurate "frame-timing", (i.e. like TW3 or Skyrim do for PhysX calculations), that means that the game engine will call for
drawn frames at regular intervals, check the 3D data (like where an arrow is in its arc of flight), and use the data it finds to calculate where the arrow should be in the next drawn frame. If the engine finds a missing frame (dropped frames), mixed data from multiple frames (screen tearing / vsync off), and/or repeated frames (duplicate frames) it can really screw with the game engine's processes, which the engine will then need to cope with. This is when the game may suffer a wacky, physics explosion, stutter, hang, etc.
All of this stuff happens multiple times per second, so the most important thing for complex RPGs, Strategy, and some Simulations is to ensure your FPS is
synced, not "high". For TW3 (and likely TW1 and 2) it is safest that 1.) rendered FPS never exceed 60, 2.) drawn FPS never exceed 60, 3.) drawn frames are always "whole", and 4.) no one process ever drastically exceeds another.
Hence:
1.) Frame Limit = (set to something the GPU will
always be able to hit)
2.) Vsync = On (the game will always draw only whole frames)
3.) Fullscreen (the game will sync every frame with every game process directly through the engine. [This is different for different engines -- e.g.
always play Bethesda titles in Borderless / Windowed.])
4.) Monitor Refresh = 60 Hz (rendered and drawn frames fall within the same limit)
As for older titles, try to set them up to run as closely as possible to the environment they were developed in. So, this often means jacking up all of the graphical goodies while simultaneously
nerfing all of your modern system's outrageous power to keep things in sync. (Note: This doesn't usually apply to more "Action-y" titles. So, games like
Call of Duty...
144 Hz, G-Sync
On,
160+ FPS -- go for it! Games like that a built for speed.
Don't try the same thing with
ArmA. You'll wind up with tanks on the moon.)