AlexUnwinder
AlexUnwinder
Give it a read, pay attention to Tom's slide from presentation with my comments: https://forums.guru3d.com/threads/msi-ab-rtss-development-news-thread.412822/page-206#post-6159952 RTSS and PresentMon calculate frametimes on slightly different time points. RTSS samples it as Start-to-Start...
I do not think that beta calculates in incorrectly and needs to be fixed. You just calculate slightly different metric, which is also valid and useful. Presentmon's frametime is msBetweenPresents...
I had to apply similar display lag to PresentMon's frametimes displayed in RTSS overlay to allow smooth scrolling and hide effect of batched frametimes streaming. Not sure if it is...
> > Also, we are considering adding the option of an overlay via hooking/injection instead of MPO (Multiplane Overlay). > > This is urgently needed since at least 16% of...
FSR3 frametime is also confusing most of users. AMD documented that their frame generation implementation may present generated frames immediately before real ones: https://gpuopen.com/fsr3-in-games-technical-details/ So "extremely short frame" - "long...
Hi! Sorry for delayed response, I had different engineering sample GPU installed in that affected rig and had some urgent software development tasks associated with it, so sadly I couldn't...
Hi @markgalvan-intel I used original service packaged in with 2.3.0 msi.
Isn't it by design? For Direct3D9 swap interval is not a Present call parameter, it is Direct3D device's creation parameter. So I supposed it is logical to be unable to...
I used the following console app to reproduce that: ```cpp // GPUWaitGlitch.cpp : This file contains the 'main' function. Program execution begins and ends there. // #include #include "Windows.h" #include...
Also, I noticed that GPU busy in 0.6 is reported properly if I start application with active framerate limtier then start PresentMon streaming session after that, but once I toggle...