Since I contributed to getting that other thread locked, I thought I'd post this :hmm:
Guru3d Framepacing driver review
Guru3d Framepacing driver review
Overall the reviews are definitely positive. Tomb Raider seems to be the game that is most improved with the new driver.
Still not NVidia SLI quality, but it's a good foundation to build on.
Any notable improvements for single GPU setups?
Improvements on what? Wasn't aware there were any single-GPU issues :\
Doesn't work all that well for me in Crysis 3.
All it's doing is delaying the stuttered frame to pseudo vsync so that the first frame after the stutter will display on the moniter.
The actual stutter doesn't really change.
So basically the actual output to the monitor is much smoother, but the stutter in time dependent actions itself is still absolutely there.
It's very easy to see when you are panning left to right smoothly as you would in any FPS.
Basically they just gamed FCAT but didn't bring anything useful at all.
I am disappoint.
I guess I shouldn't have expected any better from multi-card though. I'll stick to single card gaming from now on.
My sense of time gets absolutely distorted when using frame pacing on known multi-card stutter. The same kind of thing I experience playing consoles that employ the same tactic.
EDIT: Skimming over the reviews of the driver it seems that it's definitely just a dynamic frame rate limiter, not a frame pacing implementation of any sort.
Here is the comment I was trying to post on the Anandtech article since it appears I'm banned from Anandtech comments section.
This testing mirrors my testing.
They basically did what everyone jury-rigged their RadeonPro to do, and that is just have a maximum frame rate limiter.
I shouldn't have expected anything more useful coming from ATi/AMD's driver department, but I am still disappointed.
This isn't proper frame pacing, its merely frame rate limiting.
I can't believe it took them over one and a half years to implement this if they were just going to implement frame rate limiting..............................................
Just to verify (I am sure you did, but just to be sure), you are not running eyefinity, and you enabled the settings in the control panel?
Doesn't work all that well for me in Crysis 3.
So basically the actual output to the monitor is much smoother, but the stutter in time dependent actions itself is still absolutely there.
So it is no longer stuttering, but it is stuttering?
Frame latency variation and input lag are two different things.
Check if you have mouse acceleration enabled.
I'm not going to explain how time works any further to obvious trolls though. Figure out basic things such as that yourself.
Displaying things later doesn't magically make your real stuttered output any more consistent.
Smoother as in less undisplayed runts. Same amount of stuttering as in the time relativity of the frames is still just as fuked.
That's how frame rate limiters work.
I'm not going to explain how time works any further to obvious trolls though. Figure out basic things such as that yourself.
Just curious, how are you noticing this? Just based on pure anecdotal evidence? Maybe try installing RSS, enabling FCAT overlay, and taking screenshots (however I am really unsure if the overlay shows up on screenshots, never tried it myself). This sounds like a lot of speculation considering you are making assumptions with what happens in a time period <10ms using just your eyes.
Yes it does! Displaying equal amount of pixel rows of each computed frame will make the image 100% smooth with 0ms frametime variance. That is ideal situation. But different frames require different amount of time to get computed by GPU. To avoid displaying very quick frames (dropped) which are just a couple of pixel lines high you pace the frames accordingly. You make sure that the minimal amount of rows of single frame are displayed, so you don't have those spikes downward in frametime graph.Displaying things later doesn't magically make your real stuttered output any more consistent.
Yes it does! Displaying equal amount of pixel rows of each computed frame will make the image 100% smooth with 0ms frametime variance. That is ideal situation. But different frames require different amount of time to get computed by GPU. To avoid displaying very quick frames (dropped) which are just a couple of pixel lines high you pace the frames accordingly. You make sure that the minimal amount of rows of single frame are displayed, so you don't have those spikes downward in frametime graph.
Pacing quick frames gives more time for GPU to process what you called "suttered" frames. GPU gets more time to prepare those frames, while quick frames are stretched and displayed for their nominal frametime.
One of the reasons for stuttering are frames that took a whole compute power from GPU just to be displayed as single pixel-line.
Again, if you feel input lag, check if you have mouse acceleration enabled.
You're assuming proper frame pacing.
This is not what these drivers do.
These drivers only do dynamic frame rate limiting.
Look at the graphs, they speak for themselves.