GTX 580 not happy....

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BFG10K

Lifer
Aug 14, 2000
22,709
2,995
126
When i say you need to prove, it is the statement you made
My statement was fact and again, anyone that understands the mechanics of buffering knows this. Just like somebody that understand mathematics would never ask for proof of 1+1=2.

Again, you claim that my example is full of faults, but then why don't you point out the fault instead of personally attacking me?
Because you did the same thing with SLI/Crossfire scaling. I explained to you it was related to pre-rendering but you kept arguing with factually incorrect information. I tried to correct you and you did exactly the same thing you’re doing now.

Where exactly do you get the idea that i don't have the fundamental idea of buffering?
Because you’re arguing the fact I presented, and because the paragraph you posted later was so full of holes it was like Swiss cheese.

Is asking for an example to your claim sounds rude?
I already gave you an example: Or to put it another way, 30-59 FPS on a system with vsync becomes 30 FPS.
 
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Seero

Golden Member
Nov 4, 2009
1,456
0
0
My statement was fact and again, anyone that understands the mechanics of buffering knows this. Just like somebody that understand mathematics would never ask for proof of 1+1=2.


Because you did the same thing with SLI/Crossfire scaling. I explained to you it was related to pre-rendering but you kept arguing with factually incorrect information. I tried to correct you and you did exactly the same thing you’re doing now.


Because you’re arguing the fact I presented, and because the paragraph you posted later was so full of holes it was like Swiss cheese.


I already gave you an example: Or to put it another way, 30-59 FPS on a system with vsync becomes 30 FPS.
At least you admitted it was a personal attack, which violates forum rules. If you will like to play at that level, I can play with you.

It is clear you go after my post and accuse me for not knowing the subject while all you did was making false claims and proclaim what you said are facts. What can I say?

I haven't seen a game where frame rate, or fps in common terminology, drops by 1% with vsync. Again, it is easy to disprove your so called facts. The game rift is known to be demanding. With 460sli, fps rarely exceed 60 with all eye candy enabled. Based on your self proclaim fact, enabling vsync will result in under 30fps, where the fact is, fps reminds unchanged with vsync on. Like to explain why?

As to the sli topic, you can reply to that post instead of bringing irrelevant subjects into this debate, as it really doesn't aid your argument, or can be used as a reason for personal attacks. If you really think it is a fact that vsync hurts visual performance, then may be you should review, or study the fundamentals of computer graphics.
 
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smakme7757

Golden Member
Nov 20, 2010
1,487
1
81
I love my GTX 580. After having a GTX 295 and 2x 4870s before that i just love having one single powerful card!

The only game i can't max out is Metro 2033 and even with everything on max at 1920x1080 i still get an average of 39 FPS in the benchmark.
 

toyota

Lifer
Apr 15, 2001
12,957
1
0
At least you admitted it was a personal attack, which violates forum rules. If you will like to play at that level, I can play with you.

It is clear you go after my post and accuse me for not knowing the subject while all you did was making false claims and proclaim what you said are facts. What can I say?

I haven't seen a game where frame rate, or fps in common terminology, drops by 1% with vsync. Again, it is easy to disprove your so called facts. The game rift is known to be demanding. With 460sli, fps rarely exceed 60 with all eye candy enabled. Based on your self proclaim fact, enabling vsync will result in under 30fps, where the fact is, fps reminds unchanged with vsync on. Like to explain why?

As to the sli topic, you can reply to that post instead of bringing irrelevant subjects into this debate, as it really doesn't aid your argument, or can be used as a reason for personal attacks. If you really think it is a fact that vsync hurts visual performance, then may be you should review, or study the fundamentals of computer graphics.
BFG10K and I had a similar debate. I told him that looking at FRAPS my framerate counter never goes straight to 30 fps just because I can not average 30. he then even named a specific game where he says it most certainly would do that. the game was Call of Juarez so I fired it up to see and I could average in the 40-50s with or without vsync. again he said on his setup that with vsync on he would go to 30 fps if he could not maintain 60 fsp. this was not true for me looking at FRAPS.

he then said it would take a while to settle to 30 fps. that did not happen as I could sit there forever between 40 or 50 fps. he then said I was using triple buffering which I was not and I indeed was running the standard settings just like him. he then said I was not using vsync so I had to make a video showing me doing everything before launching the game and show during the game that vsync was indeed working.

now all that being said, it did show something different in the actual frame rate logs. so what he is saying is basically correct from a technical standpoint. it certainly did not show up when looking at FRAPS while actually playing the game even though he said on his pc it did.
 
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Rifter

Lifer
Oct 9, 1999
11,522
751
126
BFG is correct, triple buffering is needed when using vsync unless you like playing at 30FPS. I never noticd this till i went SLI but now i run all games triple buffered and with vsync to keep tearing/micro stutter under control. Unless you have enough horsepower to keep the min framerate above 60 you need triple buffering. You will need to look at the frameratre logs and do the math yourself to see the effect as for whatever reason fraps will show a number that does not seem to correspond to what is being show on screen when you enable vsync, perhaps this is a glitch in the programming.

Edit, didnt notice toyota pretty much beat me to it.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,995
126
At least you admitted it was a personal attack, which violates forum rules.
I did no such thing so please stop lying.

It’s trivial to prove with mathematics or by anyone that has a fundamental understanding of the buffering chain. It’s also trivial to prove by using a framerate log. Vsync is just not a framerate cap, and without triple buffering it'll affect your FPS in other ways.

That’s not a personal attack.

It is clear you go after my post and accuse me for not knowing the subject while all you did was making false claims and proclaim what you said are facts. What can I say?
You don’t know the subject which is why your “explanation” later had so many holes, and why you don’t believe my statement of fact that 30-59 FPS on a non-triple buffered system will get you 30 FPS.

I haven't seen a game where frame rate, or fps in common terminology, drops by 1% with vsync. Again, it is easy to disprove your so called facts.
A few negatives don’t disprove a postive. Honestly, an elementary google search can demonstrate I’m right:

http://forums.steampowered.com/forums/showthread.php?t=1286443
http://forums.anandtech.com/showthread.php?t=1578076
http://community.codemasters.com/fo...4-game-119/30014-vsync-drops-performance.html

Additionally a published article: http://www.anandtech.com/show/2794/2

This can hurt performance even if the game doesn't run at 60 frames per second as there will still be artificial delays added to effect synchronization. Performance can be cut nearly in half cases where every frame takes just a little longer than 16.67 ms (1/60th of a second). In such a case, frame rate would drop to 30 FPS despite the fact that the game should run at just under 60 FPS.

I also can easily post framerate logs that show I’m correct but why bother? You won’t listen anyway.

The game rift is known to be demanding. With 460sli, fps rarely exceed 60 with all eye candy enabled. Based on your self proclaim fact, enabling vsync will result in under 30fps, where the fact is, fps reminds unchanged with vsync on. Like to explain why?
Vsync itself is unreliable on multi-GPU systems so it often doesn’t even work. Other reasons include an inaccurate framerate counter and Rift internally using more than two buffers (very common in DX apps).

As to the sli topic, you can reply to that post instead of bringing irrelevant subjects into this debate, as it really doesn't aid your argument, or can be used as a reason for personal attacks.
It’s relevant because it shows the history of your behaviour when proven wrong.

If you really think it is a fact that vsync hurts visual performance, then may be you should review, or study the fundamentals of computer graphics.
LMFAO, read my links and read Rifterut’s post too.
 

CFP

Senior member
Apr 26, 2006
544
6
81
Buying a top single card to get performance is senseless these days. For 200 bucks you can buy 2 5850 getting almost the same graphics power. For 400 you can buy a pair of 6950 that outperform by light years a single 580 GTX.

I mean, are you spending 500 bucks in a single card just to say you have the most powerful "single core" card out there and when it comes to play (seriously, the real thing about graphic cards) a cheaper x2 solution outperforms badly your 500 bucks hardware?

It's not always about the performance.

Some of us like to spend big on PCs.

I have 2 x GTX580 and got it for around 800USD total. While you can get 3 x 6950's for the same price, I'm happier knowing I went top end.

It's like people who buy really fancy watches. They don't need a 2000 dollar watch to tell the time.
 

Seero

Golden Member
Nov 4, 2009
1,456
0
0
I did no such thing so please stop lying...That’s not a personal attack.
That was not the part where you personally attack me. Please spend some time to read what you have posted. You baited me by stating that I am incorrect to begin with. Then you fabricate a story about how I don't understand pre-render and how you tried to correct me and how I reacted from another thread. Go go on further by accusing me about not knowing the fundamental understanding of the buffering chain.

It really isn't up to me or you to determine whether this is counted as a flame bait, or simply personal attacks. I admit, me EQ isn't high, and seeing someone quoted me on something so trival as "incorrect" does raise my blood pressure. I never said that you are "incorrect", but I really don't think it is trolling by asking you to prove what you said. If you have asked me to prove what I said, I would. In fact, the following youtube vids will do the job.

Lost Planet 2 PC gameplay Benchmark GTX 580 + Core i7 930 HD Vsync on
Same thing, but with Vsync off

Yes, you can introduce variables such as triple buffer and others, but that doesn't make me incorrect. You quoted me and said "incorrect" followed by a correct statement, then followed by a statement in question, stating that FPS will automatically dropped to 30FPS without specifying if the game uses triple buffer or not. Like you said, triple buffer can be forced by game code. This, in turn, supports what I said about vsync. That is, if the game forces the driver to use triple buffer whenever vsync is on, then the impact on FPS is minimal. I personally don't know if the about vids use triple buffer or not, but it is as simple as turning vsync on in the game vs turning it off. The game rift does the exact same thing, but then you argued that vsync doesn't work properly on SLI. What I can say for sure is, when I run the game with 285, FPS didn't drop to 30 while vsync is on.

From http://www.anandtech.com/show/2794/4:
We also hope more developers will start making triple buffering the default option in their games, as it will deliver the best experience to gamers interested in both quality and performance. There are only a handful of games that include triple buffering as a built in option, and NVIDIA and AMD drivers currently only allow forcing triple buffering in OpenGL games. This really needs to change, as there is no reason we shouldn't see pervasive triple buffering today.

Isn't it clear that how vsync is implemented depends on game developers? Is it really unreasonable to ask you to present proofs showing that having vsync on still hurts FPS?

My goal is to tell OP not to get obsessed with FPS, and do use vsync unless input lag bugs him/her. Your goal is simply trying to say that I am "incorrect". Correct me if I am wrong.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,995
126
That was not the part where you personally attack me. Please spend some time to read what you have posted. You baited me by stating that I am incorrect to begin with. Then you fabricate a story about how I don't understand pre-render and how you tried to correct me and how I reacted from another thread. Go go on further by accusing me about not knowing the fundamental understanding of the buffering chain.
You were incorrect, you don’t understand pre-rendering, and you don’t understand how the buffering chain works. Your arguments prove that. Now stop with the rhetoric please, it’s tiresome.

In fact, the following youtube vids will do the job.
Lost Planet 2 PC gameplay Benchmark GTX 580 + Core i7 930 HD Vsync on
Same thing, but with Vsync off
Did you read the links I posted? Do you understand where the 30 FPS is coming from and why it’s happening?

Yes, you can introduce variables such as triple buffer and others, but that doesn't make me incorrect. You quoted me and said "incorrect" followed by a correct statement, then followed by a statement in question, stating that FPS will automatically dropped to 30FPS without specifying if the game uses triple buffer or not.
Are you for real? This whole thing started when you said:
Unlike what some said, v-sync doesn't really decrease FPS, but more like putting a cap on FPS to the refresh rate of the display
To which I responded:
Incorrect; without triple buffering vsync reduces the framerate to fractions of the refresh rate. Or to put it another way, 30-59 FPS on a system with vsync becomes 30 FPS.
I’ve bolded where I mentioned triple buffering. If you can't understand that the second sentence is related to the first then that's your problem. For you to claim I never mentioned triple buffering is an outright lie on your part. Please retract your statement immediately.

Furthermore your statement is wrong anyway since a cap will reduce the framerate anytime it would have been exceeded. That’s the dictionary definition of a cap.

Then you made another statement no, vsync doesn't really affect frame rate which is wrong, with or without triple buffering.

You’re playing semantic games and using strawman arguments.

Isn't it clear that how vsync is implemented depends on game developers? Is it really unreasonable to ask you to present proofs showing that having vsync on still hurts FPS?
I already posted four links proving my statements. Did you read them or are you just going to continue to troll?

Here’s a personal FPS log from CoJ. You keep telling me that you know the topic so you should have no trouble understanding what it means and why it shows I’m right:

Code:
VSYNC
On Off
61 97
60 90
57 101
60 96
58 83
60 83
60 90
60 115
60 109
60 121
60 115
58 95
60 78
60 70
49 59
31 51
30 52
30 53
29 50
31 50
29 50
30 48
30 48
30 48
30 47
30 47
29 39
30 39
30 43
47 61
30 45
29 36
30 39
30 40
30 42
30 41
30 41
30 37
30 39
30 45
51 70
31 46
30 47
30 43
48 66
33 59
38 59
38 53
33 61
43 54
30 44
30 49
29 47
31 42
29 38
30 37
30 38
30 37
30 36
30 38
 

DrBoss

Senior member
Feb 23, 2011
415
1
81
I have not read the entire thread, just came to the last page and saw a bunch of crying.

If you are really interested in maxing out your games, you need to get two cards. I'd recommend two Radeon 6950's. Unquestionably the best bang for your buck. Though, considering you already have a 580, getting another 580 would provide superior performance... albeit at a superior price point.

If you have to stay single card, go for the 6990. The 590 can't compete price/performance.

For reference, my two Twin Frozer R6950's run Crysis 1 at 1920x1200 with an average around 80fps on Very High setting with 8xAA.
 

Seero

Golden Member
Nov 4, 2009
1,456
0
0
You were incorrect, you don’t understand pre-rendering, and you don’t understand how the buffering chain works. Your arguments prove that. Now stop with the rhetoric please, it’s tiresome.
First, that paragraph is about the personal attack.

Did you read the links I posted? Do you understand where the 30 FPS is coming from and why it’s happening?
I have read your post, your links and know what you were trying to say. However, you don't seems to understand the difference between theories and facts. In theory, double buffer can hurt FPS by a lot. In practice, its effect is small.


Are you for real? This whole thing started when you said:

To which I responded:
Exactly, I said vsync doesn't really hurt FPS, and you said only vsync without triple buffer will. What you probably don't realize is the fact that a) game code can force driver to enable triple buffer when vsync is on and b) triple buffer on game profile only works for openGL games. That means, user actually doesn't have control over whether or not to use triple buffer or not (unless it is XP).
http://forums.nvidia.com/index.php?showtopic=173860

The article from Anandtech clearly stated that game developer is responsible to use triple buffer, not video card user.

I’ve bolded where I mentioned triple buffering. If you can't understand that the second sentence is related to the first then that's your problem. For you to claim I never mentioned triple buffering is an outright lie on your part. Please retract your statement immediately.
Whether or not vsync is going to use triple buffer or not depends on the game, not user, and whether or not double buffering hurts FPS really depends on the time required by last few stages on rendering.

If the time required by the last few stages > the frequency of the refresh rate, then it hurts FPS. That is, on a 60hz monitor, if the time required by the last few stages > 16.67ms, then FPS will be cap at 60/X, where X is an integer. The reason for this is the reason you have given, but is the time required by the last few stages a dominate factor to the FPS shown?

I never said vsync doesn't hurt FPS, I said its impact is ever so small that it can be ignored. You said I am incorrect. On paper, it can, and I have give example for it, but since today's video card can finish the last few stages in under 10ms easily at 1920x1080 res, be it double or triple buffer, it won't make a big differences. To prove this, simply run the game and test.

Furthermore your statement is wrong anyway since a cap will reduce the framerate anytime it would have been exceeded. That’s the dictionary definition of a cap.
That is why I said "more like". It isn't a cap to begin with, it is synchronization. In your log, there is a 61, and 61 > 60. It isn't a cap, but it can be understood at one.

FPS is a numeric approximation of how many frames per second. While the name is obvious, do you actually know the algorithm used to derive that number? In short, it is an approximation. The actual formula looks like this

time = time/X + render time of last frame/Y, where X + Y = 1.
FPS = 1/time (in ms).

another way of implementing this is by keeping keeping the time needed for N most recent frames divide by N.

However, without seeing the formula used, people believe that there exists a counter within the video card that actually counts the number of frames by a certain interval, which than believes that if the FPS shows 1000, then the video card actually rendered 1000 frames, where it is more like 1ms in average for the last N frames.

As you can see, FPS <> the number of frames displayed. With or without vsync, the screen can not refresh more frames than its refresh rate. FPS can be misleading if you don't understand how it is derived.

When you see FPS = 60, what it really means is the average time needed to render by GPU is 16.67ms. Just because it shows 16.67ms doesn't mean the video card actually took 16.67ms on average to generate those frames, but the average time from the video card being 2 ready states.

In other words, it is not a cap.
Then you made another statement no, vsync doesn't really affect frame rate which is wrong, with or without triple buffering.

You&#8217;re playing semantic games and using strawman arguments.
My friend, I linked videos with FPS. Strawman? Semantic games? What exactly does it mean when the FPS reminds unchanged (much) with or without vsync? In my words, it means vsync doesn't really affect frame rate. You said, it is incorrect.

I already posted four links proving my statements. Did you read them or are you just going to continue to troll?
Did I not posted links showing otherwise? I have no problem seeing you proving your point. I have problem on how you get personal. This would be a healthy debate if you can control yourself.

Here&#8217;s a personal FPS log from CoJ. You keep telling me that you know the topic so you should have no trouble understanding what it means and why it shows I&#8217;m right:

Code:
VSYNC
On Off
61 97
60 90
57 101
60 96
58 83
60 83
60 90
60 115
60 109
60 121
60 115
58 95
60 78
60 70
49 59
31 51
30 52
30 53
29 50
31 50
29 50
30 48
30 48
30 48
30 47
30 47
29 39
30 39
30 43
47 61
30 45
29 36
30 39
30 40
30 42
30 41
30 41
30 37
30 39
30 45
51 70
31 46
30 47
30 43
48 66
33 59
38 59
38 53
33 61
43 54
30 44
30 49
29 47
31 42
29 38
30 37
30 38
30 37
30 36
30 38

The debate between you and toyota was entertaining. While Toyota had this finding


okay since you claimed Call of Juarez goes right from 60fp to 30fps I decided to check that out. that means if I am not averaging 60fps then I will be at 30fps according to what you are saying. I first tested the game with vsync off and then with it on.

vsync off

Frames, Time (ms), Min, Max, Avg
3108, 64677, 34, 71, 48.054

vsync on

Frames, Time (ms), Min, Max, Avg
2595, 54913, 29, 61, 47.257

well I sure as heck cannot maintain close to 60fps with vsync off yet I still average the same with it on or off. so again give me another game and I will show you that triple buffering claim does not pan out in reality.
And you ended up digged log files to prove your point. On a log file that consists of 3000 frames, you pick the sector which supports your you said, while discarded the rest on a game that appears to be using double buffer.

Again, when an entry shows 30 in the Fraps log, it means that for the last N frames, the average time between 2 ready states is 33.33ms. You can assume that the time the video card needs to render is a between 16.67ms to 33.33ms, which is a valid assumption. You can also use this entries to show that there are times where the video card are forced to wait before the buffer is ready. I, nor Toyota, ever challenged that. However, the statement you made about vsync, especially on double buffering, is really confusing.

You said in both threads, FPS will be cap at 30 with vsync where without it can be 30-59. On paper, it can, but that doesn't mean it is always the case. As long as the video card is fast enough to finish its task within 1/refreshrate, then vsync doesn't hurt FPS. Since each frames may require different time to render, it is really hard to say whether or not vsync actually hurts FPS.

While me and Toyota both presented to you the overall performance and how small the impact is, you dig into the times where it does happen. That is fine, but state that others don't know what they are talking about. Is that really necessary?

I see with vsync, the average FPS is 47.257, and without, the average FPS is 48.054. Even kids know that it isn't half. There are impacts, but it is at most 1-47.257/48.054 = 1.66&#37; of the time knowing that without vsync, FPS can go beyond refresh rate. Is this really a big deal? The difference is even less than 1 FPS.

"If you dig the log, you will find the differences." Yes, digging logs will find differences, but that is not what most people care about. Most people care about what they see from the monitor.
 
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toyota

Lifer
Apr 15, 2001
12,957
1
0
well BFG is saying that what framerate you see on the screen is not fully representative of whats going on. what bothered me though when we were debating was he claimed that FRAPS was actually showing just 30 fps on the screen in that game if he could not maintain 60 fps. that was not true for me at all and he still said it did for him even after a posted a video showing it did not for me.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,995
126
First, that paragraph is about the personal attack.
There was no personal attack. Saying “you’re incorrect” is a not a personal attack. If it was then your next quote below was a personal attack too.

However, you don't seems to understand the difference between theories and facts. In theory, double buffer can hurt FPS by a lot. In practice, its effect is small.
Stop personally attacking me. Wah! Wah! LMAO.

I’ve demonstrated several instances where the practical difference is substantial. I’ve seen it with my own eyes in gaming. I even have a published article backing my claims.

Exactly, I said vsync doesn't really hurt FPS,
It does hurt FPS; even with triple buffer it caps anything to the refresh rate.

and you said only vsync without triple buffer will.
Yeah, I did, and you disputed my statement. So what’s your point exactly?

What you probably don't realize is the fact that a) game code can force driver to enable triple buffer when vsync is on and b) triple buffer on game profile only works for openGL games. That means, user actually doesn't have control over whether or not to use triple buffer or not (unless it is XP).
We aren’t talking about triple buffering, we’re talking about vsync. You’ve made several references to vsync without quantifying you’re talking about triple buffering. Then ironically you turned around and lied by claiming I didn’t, when I mentioned triple buffering several times.

Please retract your lie immediately.

If the game enables triple buffering, that’s still vsync + triple buffer. That’s not vsync by itself how you referred to it. Furthermore I made it very clear that I was referring to vsync without triple buffering while you did not. So you’re either trolling or you’re confused as to what you’re arguing.

Whether or not vsync is going to use triple buffer or not depends on the game, not user, and whether or not double buffering hurts FPS really depends on the time required by last few stages on rendering.
But you told us no, vsync doesn't really affect frame rate. Now you’re saying it depends on some things. So are you admitting your statement wasn’t accurate?

If the time required by the last few stages > the frequency of the refresh rate, then it hurts FPS. That is, on a 60hz monitor, if the time required by the last few stages > 16.67ms, then FPS will be cap at 60/X, where X is an integer. The reason for this is the reason you have given, but is the time required by the last few stages a dominate factor to the FPS shown?
Again, this is a back-pedal on what you stated before. Perhaps you should just admit that your initial statements weren’t accurate?

I never said vsync doesn't hurt FPS,
Yes you did: no, vsync doesn't really affect frame rate.

You posted that. I assume you’re familiar with the dictionary definition of the phrase “doesn’t really affect“?

I said its impact is ever so small that it can be ignored.
In practice that’s not the case at all, especially without triple buffering. I’ve shown multiple practical examples of this fact.

That is why I said "more like". It isn't a cap to begin with, it is synchronization. In your log, there is a 61, and 61 > 60. It isn't a cap, but it can be understood at one.
Synchronization to a fixed target is by definition a cap since the target cannot be exceeded. The 61 FPS is benchmarking noise. There’s not much more to say about that one.

FPS is a numeric approximation of how many frames per second.
Approximation or not, you can visibly see the drops to 30 FPS when it doesn’t without vsync. Or what, are you claiming the 30 FPS with vsync isn’t accurate, but the FPS without vsync is? If you’re claiming Fraps isn’t accurate then you must also concede that your youtube video might not be accurate.

As you can see, FPS <> the number of frames displayed. With or without vsync, the screen can not refresh more frames than its refresh rate. FPS can be misleading if you don't understand how it is derived.
I doesn’t matter what the monitor is doing. I can render frames on a graphics card with no display attached to it. We’re talking about what the video card is doing.

When you see FPS = 60, what it really means is the average time needed to render by GPU is 16.67ms. Just because it shows 16.67ms doesn't mean the video card actually took 16.67ms on average to generate those frames, but the average time from the video card being 2 ready states.
Nobody claimed it did necessarily take that long to generate. But that’s how far apart the frames arrive because a double buffered system will introduce extra delay to them them.

My friend, I linked videos with FPS. Strawman? Semantic games? What exactly does it mean when the FPS reminds unchanged (much) with or without vsync? In my words, it means vsync doesn't really affect frame rate. You said, it is incorrect.
No, it means in your particular example it doesn’t. To make that example into a generalization vsync doesn't really affect frame rate is rather foolish. Again, you can’t disprove a positive with a single negative instance.

If I stick a camera in my back yard and then claim Elephants don’t exist because I didn’t see any in the capture, is that legitimate? Because that’s exactly what you’re doing. “Ha, see, my youtube video didn’t show an effect so there is none!”

What’s even worse is that I’ve shown real instances of people getting 30 FPS (thereby proving my claims) and yet you try to sweep them off with nonsense like “Fraps isn’t really showing us the frames” and “you have to look at the logs to see that”.

You don’t need to look at the logs to notice the slideshow of a game dropping to 30 FPS when normally it could do 55 FPS (for example) without vsync. The logs just back what I’m saying.

As for your example, it’s quite possible that particular game is enabling triple buffering which means it’ll be immune to the 30-59 FPS problem. But I made this clear right from the start that my example referred to a double buffered system. In any case the video is still capped to 60 FPS when it might not be on a non-vsync system.

Did I not posted links showing otherwise?
Again, if the camera in my back yard shows no Elephants, can I infer Elephants don’t exist?

Are you familiar with the basic concepts of deductive logic?

And you ended up digged log files to prove your point. On a log file that consists of 3000 frames, you pick the sector which supports your you said, while discarded the rest on a game that appears to be using double buffer.
It doesn’t matter what sector I picked, I only need one example to prove your statement wrong vsync doesn't really affect frame rate. You can’t prove your statement is correct with a single instance, but I can disprove your statement with a single instance. Again, this is elementary logic.

Anyway, I didn’t “dig” anything, I simply picked the first 3000 frames. 3000 or 300000 would’ve shown the same thing, but there’s no need to go that far.

You said in both threads, FPS will be cap at 30 with vsync where without it can be 30-59. On paper, it can, but that doesn't mean it is always the case.
Uh, yes it will be the case. Any time the graphics card misses the current refresh cycle it has to wait for the next one to display the frame. So while frames might be rendered at faster than 30 FPS, the graphics card will stall to wait for the refresh cycles, so the net effect is 30 FPS in this case.

Since each frames may require different time to render, it is really hard to say whether or not vsync actually hurts FPS.
Actually it’s not hard at all, you just have to look at the log files.

While me and Toyota both presented to you the overall performance and how small the impact is, you dig into the times where it does happen. That is fine, but state that others don't know what they are talking about. Is that really necessary?
I “dig” into the times where it happened because you asked for evidence, and because you claimed it didn’t happen. I gave you what you asked for. What’s the matter, you upset that my evidence proves you wrong?

This is a complete back-pedal on your part once again. Your original unquantified statement was vsync doesn't really affect frame rate. Now you’re basically saying, “yeah, it happens in your example but you had to dig, so I was still right”.

I see with vsync, the average FPS is 47.257, and without, the average FPS is 48.054. Even kids know that it isn't half. There are impacts, but it is at most 1-47.257/48.054 = 1.66% of the time knowing that without vsync, FPS can go beyond refresh rate. Is this really a big deal? The difference is even less than 1 FPS.
Uh, what? Where the hell are those averages coming from? 60 vs 121 is the FPS cut to less than half. Likewise 33 vs 59 is almost half. You’re seeing significant performance reductions on almost every line.

Why don’t you make a third column with the % performance drop and take a look with your own eyes? Or even better, average the two columns and see they’re not even close?

"If you dig the log, you will find the differences." Yes, digging logs will find differences, but that is not what most people care about. Most people care about what they see from the monitor.
Vsync doesn't really affect frame rate has now changed to “yeah, there’s a difference but nobody digs in the log files.”

You’ve made many about-turns in this thread. Perhaps you should just admit you aren’t really sure how vsync works?
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,995
126
well BFG is saying that what framerate you see on the screen is not fully representative of whats going on. what bothered me though when we were debating was he claimed that FRAPS was actually showing just 30 fps on the screen in that game if he could not maintain 60 fps. that was not true for me at all and he still said it did for him even after a posted a video showing it did not for me.
My onscreen FPS counter matched my log files. If I had video recording capability I'd have posted it, but photos of 30 FPS vs 60 FPS had to do.

Out of our two systems, mine was behaving correctly while yours wasn’t; your system wasn’t displaying what your log file showed. Maybe your CPU overclock was calculating the FPS counter erroneously.
 

toyota

Lifer
Apr 15, 2001
12,957
1
0
My onscreen FPS counter matched my log files. If I had video recording capability I'd have posted it, but photos of 30 FPS vs 60 FPS had to do.

Out of our two systems, mine was behaving correctly while yours wasn&#8217;t; your system wasn&#8217;t displaying what your log file showed. Maybe your CPU overclock was calculating the FPS counter erroneously.
in all the years I have been playing games on various computers and using FRAPS to monitor, it has never gone straight to 30 fps that I can recall.
 

Rifter

Lifer
Oct 9, 1999
11,522
751
126
in all the years I have been playing games on various computers and using FRAPS to monitor, it has never gone straight to 30 fps that I can recall.

Me either, but FPS log files have confirmed what BFG is saying if you look at the ms between frames times. Which is why i mentioned earlier in this thread that FRAPS must have a bug in the software when vsync is enabled at least in a few games.
 

Seero

Golden Member
Nov 4, 2009
1,456
0
0
In case you don't know, we can going in circles. Let me summarize:

I showed vsync doesn't really hurt FPS.

You said I am incorrect. It is half the refresh frequency if it is between frequency/2 and frequency without triple buffer. You said games will only runs at 30FPS with vsync where it can be 30-59 without.

I asked you to need to prove that.

You said I don't know the about the subject.

I took the game rift as a proof.

You said I am incorrect. You said vsync may not work on SLI. You said the FPS counter may be wrong. You said the game may implement SLI with 2 internal buffers.

I said vsync's affect is minimal with or without triple buffer on games.

You said I am incorrect.

I linked vids.

You said I am incorrect. You said that is only one odd examples which doesn't mean anything.

I said you are attacking people personally.

You said I am lying.

You finally showed the occurrence of your claim via Fraps log claiming that your Fraps data is correct and behaves correctly, while Toyota's Fraps are not functioning correctly.

Anything else you will like to add?
 

dguy6789

Diamond Member
Dec 9, 2002
8,558
3
76
There are people actually arguing that Vsync doesn't hurt fps? Vsync has been by far the most annoying thing in PC gaming to me for a decade. I have been eagerly awaiting a solution for a very long time. Triple Buffering is a minute improvement but nothing close to a real solution. The only real way to play PC games where fps and input latency are critical is with vsync off. You can give me a computer with two GTX 590s and have it run quake live with vsync on and off. Without seeing tearing, just by moving the mouse, I could tell you if vsync was on or off.
 
Last edited:

Seero

Golden Member
Nov 4, 2009
1,456
0
0
There are people actually arguing that Vsync doesn't hurt fps? Vsync has been by far the most annoying thing in PC gaming to me for a decade. I have been eagerly awaiting a solution for a very long time. Triple Buffering is a minute improvement but nothing close to a real solution. The only real way to play PC games where fps and input latency are critical is with vsync off. You can give me a computer with two GTX 590s and have it run quake live with vsync on and off. Without seeing tearing, just by moving the mouse, I could tell you if vsync was on or off.
If I may ask, what bothers you more with vsync? Is it the FPS? Or is it the input lag?
 

timma

Member
Oct 21, 2010
170
0
0
you can try use msi afterburner or riveturner to fix Mhz.
My gigabyte GTX 580 SOC runs good @ 940Mhz
 

CFP

Senior member
Apr 26, 2006
544
6
81
I never play with vsync and have never experienced tearing...

... to my knowledge.
 

toyota

Lifer
Apr 15, 2001
12,957
1
0
I never play with vsync and have never experienced tearing...

... to my knowledge.
there will always be tearing if you do not use vsync. many other factors determine just how bad or noticeable the tearing will be. to say you have never experienced tearing seems odd because you would almost have to be blind not to notice it at some point if you are an avid gamer.
 
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