#Wrong capture FPS when using interlacing

1 messages · Page 1 of 1 (latest)

pseudo anvil
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I seem to be having a problem with interlacing, For some reason detected/captured fps is always the refresh of the display, I can cap the game to 10fps, and the draw will still show "72/144", when using a normal refresh, this never happens and it would show "10/20"

Is there a way to trick lossless scaling to think the capture is a different fps?

tidal shard
pseudo anvil
tidal shard
# pseudo anvil This is interlace specific, when I use 72Hz progressive this issue doesn't happe...

Rivatuner doesn't cause it since it injects into the game and makes the overlay part of it. Other overlays can result in LS detecting them and not the game, so it thinks it's capturing at the refresh rate since the overlay runs at that.
What I'm saying is that I suspect that interlace is creating some sort of overlay on top of the game, to create the effect.
I'm not totally sure what interlace is or how it works, so sorry if I'm misunderstanding.

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What I do know is that WGC captures at your refresh rate at all times, which might not be affected by an overlay. You'll need to cap the game framerate for it to capture properly though.

pseudo anvil
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Idk if interlacing causes windows to create some sort of overlay, but rivatuner reports the correct fps, reshade too