#(BUG) (NOT SOLVED) WGC's fg works, but vsync doesn't work correctly in some of its options.

130 messages · Page 1 of 1 (latest)

warm python
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altho if the game can't get 120 native , you can't achieve 240

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just stay at 60 and FG to 120

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it will also keep yre gpu cooler

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also setting yre refresh to 120 is another option , especialy if you dont play high fps games like CS2

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and consider staying on DXGI

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this is why DXGI is recommended

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if you can do 120 native , and you have the headroom too , 240 shoudn't be any problem

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but you still need to cap the game at 120

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and instead vsync from ls , you can use rtss to lock LS to 240 (only for WGC)

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please , just try

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ty

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also if you use rtss , disable any other vsyinc , includeing the game and ls one

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im playing with wgc too , i know what im saying

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you can set either global or add yre game , just make sure you set ls.exe to 240 ( some overlays mess up with wgc so this is for safety )

warm python
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how is it so far?

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no biggy , take yre time

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altho i strongly advise you to stay on 60 to 120 except if you don't mind changeing the LS cap when the game doesn't reach 120

warm python
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try DXGI

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altho im preety sure yre gpu limmited

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also are you sure yre monitor refresh rate is set to 240?

warm python
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anyway , just set yre game to 60 in rtss

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no need to use global

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yes , because the gpu has enough headroom to framegen

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exactly , generateing 120 frames is not easy

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DXGI can trottle

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but not by much

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the base is the problem , you cant framegen without headroom

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if the game is useing 100% to run at 120 fps , there is no place for LSFG to work

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thats the lock for LS , not for the game

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rtss has built in stats , use them

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go to setting , enable frametime graph

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and in the main menu you have the 'show own stats' , enable that too

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why is so hard to understand that you are gpu limmited?

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thats why 80 to 160 works , but 120 to 240 doesnt

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and also thats why i keep saying to do 60 to 120 , to not kill the poor bastard whos rendering frames

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youtube is 60 , and most games barely reach 60

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and running a monitor on 240hZ is pointless if none of the games can reach it

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ok , how much does yre gpu use to render 120fps native?

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exactly my point

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ignore wgc , stay on dxgi

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on what resolution you run yre game?

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go to 720p window mode

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as a test

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i wanna prove you that yre limmited

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good

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cap the game to 120

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then use ls

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dxgi?

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go dxgi

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headroom is the left free procentile

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20% free is aloot

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with 99% usage on gpu without ls is imposible to framegen

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thats why it worked on 80

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native frames are expensive

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its not

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keep it 240

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and use ls on the game , but with dxgi

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if you dont record yre game then there is no reason to use wgc

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do you record with obs?

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because yre so focused on wgc and i dont know why

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so im saying this for the last time

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go to rtss , set yre game refresh to whatever you want

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ignore global and ls.exe

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go to ls and disable vsync and set api to dxgi

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whyyyy

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you cap it with rtss , thats why i said disable ALL vsync

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rtss is the cap

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he does the limmitations

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hes the vsync

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DXGI is simple , it doubles the curent framerate if the resource is avaible

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you overcomplicate a simple matter for no reason

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i keep saying 'stop hammering yre hand' and you reply 'how about my feet'

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yes

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my monitor is 60hz , and dxgi shows 120

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even if i set my game framerate to 100 , dxgi will still show 120

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then use dxgi

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also you mentioned that you have more monitors right?

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why whould you record over 120 fps?

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no streaming service uses 120fps

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and recording 240fps makes 0 sense

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and i asked you like 4 times if you record

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its beyond me , maybe soneone else can help you with this 'particular' one

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120fps is more then enough for recording , why you wanna go beyond? i realy dont know

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1440p recording already is a demanding task

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use over 120 fps + the insane amount of bitrate to mentain quality

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its a no go

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im out , good luck

mystic atlas
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(NOT SOLVED) WGC's fg works, but vsync doesn't work correctly in some of its options.

warm python
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You can't even record at 240fps , not to mention at the same time playing the game at 1440p is already useing 100% gpu , enableing recording will ad at least a 30-40% extra usage and on top of that you wanna add scaleing and framegen ...
Continueing this is pointless , there is no reasoning here

warm python
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Im not angry , only ths could answer you , it cannot get more official then that

mystic atlas
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(BUG) (NOT SOLVED) WGC's fg works, but vsync doesn't work correctly in some of its options.

dire ore
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Is this a laptop?

dire ore
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On laptops, everything is a little more complicated, because there is communication between GPUs. Usually, the final image of the game is in the iGPU memory, then, depending on which GPU the LS is running on, it is either copied to the dGPU memory and then back to the iGPU, or everything remains in the iGPU memory. In the first option, the weak point may be the speed of copying between GPUs, and your FPS may be limited even if both GPUs are not fully loaded, in the second option, the iGPU may not be powerful enough to process all the LS frames and your FPS may also be throttled. At the same time, the operation of WGC and DXGI may differ, as WGC API is quite high-level and makes copying between GPUs on its own. What exactly and how it does it is hidden from the developers.

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Now back on the topic. Use what works best for you. If something works worse, don't use it. Both WGC and DXGI should work perfectly fine without vsync if you follow all the conditions (such as locking the game's framerate to half the monitor's refresh rate for WGC). If it doesn't work flawlessly without vsync for you, this is where your issue. Start by looking for a problem in your setup.

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That’s why it requires game fps locking

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Because cursor in LS is not a system cursor

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It’s impossible for LS to track the game fps when using WGC capture. This is how this api is implemented by Microsoft. In fact, when we have DXGI capture WGC is obsolete

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I can't confirm the behavior you observing. Just tried locking the cs2 to 72 fps and LS stays at 144 when using WGC. This game uses system cursor

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Yes

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WGC requires half refresh rate lock

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This is why app requires game framerate lock. This is not a recommendation, requirement

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If you don't want to do it, use DXGI, it's recommended in this case

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Yes you have to have a steady locked framerate.

dire ore
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I think there is a placebo effect present as the vsync and tearing are opposite things, so enabling tearing has no effect when vsync is enabled.

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Also, what is the purpose of all these tests?

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There are no any explicit limitations. Also, I don't think it's a bug, it's rather specific to your hardware because I don't have this behavior

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Why are you using WGC over DXGI again?

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What do you mean by image quality?

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It should have identical image quality unless improperly used

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Like when you have less FPS than half refresh rate and using WGC

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Also I hope you're not serious about 1% usage advantage

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Either way WGC works as it is and won't get any updates. I suggest you to accept its limitations and to use it properly or switch to DXGI

dire ore
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No, it captures the frame at game resolution

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It just returns frames at dwm rate, it has nothing do to with resolution

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It will capture 720p

warm python
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This is yre problem , the gpu cannot handle it

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so please , stop this nonsense

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and accept yre gpu limmitation

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im done

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there is no reasoning with you

dire ore
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I don’t need this weird test as I developed this app and know what I’m talking about

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You can check it with any graphics debugger you have

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Even so, doesn’t mean it has better quality

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When using vsync 1/4, LS will run at 60 FPS, capturing 30 frames and generating 30 frames more.

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People saying it looks better indeed having less artifacts because they misuse it and ignore the half refresh rate lock requirement. This way, saying they have 30 fps game and a 120 hz screen, they see 3 duplicates and 1 generated frames, each 4 frames. They see 120 FPS on counter, but this is not real FPS.

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This way there is no any difference. WGC just captures a frame, same as DXGI.

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Both WGC and DXGI capture frames from DWM, only DXGI can report the frame timestamp while WGC cannot

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They both should capture 60 frames. LS has a different capture-rendering pipeline for each, DXGI mode is driven by game frame rate, while WGC by LS frame rate. As the LS will have 120 FPS, it will capture a frame, present generated, wait one frame and present original. This way it captures at 60 frame rate.

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Np. I hope I made it more clear to you