aufkrawall
aufkrawall
No change. Could it be that `d3d9.numBackBuffers` is not implemented? Even if I set it to 1 or 2, it can render at any framerate below vsync maximum (75Hz in...
The latency really increases when increasing the number of backbuffers, e.g. a number of 10 is extremely laggy. It seems to hit a wall for lower values? Though I believe...
CPU performance really can play a role, as the input latency is only that high when vsync actually caps the framerate. So when I drop below 75fps (it really does...
The game can be played without issues, I don't think it's worse than WineD3D.
Wasn't a real issue to begin with vs. native D3D9, so let's send this ticket into vsync hell where it belongs. :)
Dithering is enabled by default in the Nvidia driver for 10 bit output. If you don't notice additional banding with the clamp active, there is no need to act.
I can spot a tiny bit of additional banding with 10 bit output and clamp active when manually/explicitly setting dithering to disabled. :) It's easy to miss though when not...
> The reason for asking is because with so many options and no documentation about them makes it hard for the end user to know the difference between the different...
I can see slight additional banding with novideo_srgb's clamp/calibration active in AIDA64 orange - black gradient with 8 bit SpatialDynamic2x2. It is gone with temporal. So imho first go temporal...
Dither depth should always be display output depth, I think, which is still 8 bit for displays that are 6 bit + FRC. If your display does FRC badly, i.e....