Hello there,
I have no idea how many of you pc guys pay attention to actual frametimes, not only framerate. If you do care for framerate and you notice stutter besides that the game is failr stable vsynched at 60FPS, chances are the frametimes are off.
Now here is at thing which just works and I have no idea why, technically.
- use D3D Overrider for Triple Buffering (ok, that is a proven tool, nothing new)
- but then combine it with a framelimit of 60FPS in MSI Afterburner => why this changes anything, I don't know, because D3D Overrider itself already locks the framerate to 60FPS normally
If you need proof, here is a comparison of Killer is Dead @4K with a 970:
Sorry for the typos, made it in paint and didn't notice it at first. Anyway, as you can see, the difference in frametimes is significant. Without Afterburner, there are tons of tiny jumps in the frametimes, resulting in minor stutter in the game. With the Framelimit set to 60, the frametimes are flatlining at 16.6ms => perfect, smooth experience.
I don't know why it is this way and I would be super glad if someone could explain it and could also explain why devs can't implement something like that IN their engine from the get go.
I have no idea how many of you pc guys pay attention to actual frametimes, not only framerate. If you do care for framerate and you notice stutter besides that the game is failr stable vsynched at 60FPS, chances are the frametimes are off.
Now here is at thing which just works and I have no idea why, technically.
- use D3D Overrider for Triple Buffering (ok, that is a proven tool, nothing new)
- but then combine it with a framelimit of 60FPS in MSI Afterburner => why this changes anything, I don't know, because D3D Overrider itself already locks the framerate to 60FPS normally
If you need proof, here is a comparison of Killer is Dead @4K with a 970:
Sorry for the typos, made it in paint and didn't notice it at first. Anyway, as you can see, the difference in frametimes is significant. Without Afterburner, there are tons of tiny jumps in the frametimes, resulting in minor stutter in the game. With the Framelimit set to 60, the frametimes are flatlining at 16.6ms => perfect, smooth experience.
I don't know why it is this way and I would be super glad if someone could explain it and could also explain why devs can't implement something like that IN their engine from the get go.