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What about Geo-11 and vsync

Posted: Sun Jul 31, 2022 12:52 pm
by b4thman
I have noticed that, when playing Dark Souls III, I need to cap fps to 60 in Nvidia Control Panel and I also force vsync to not have tearing. Before doing that, I had some sort of tearing when my pfs surpases 60 fps.

I don't know if there is any general "rule" or recomendation related to these things, when using Geo-11:
- fps cap
- vsync
- Triple buffer

I don't know if vsync behavior can be forced inside any of the 2 inis that Geo-11 uses.

Re: What about Geo-11 and vsync

Posted: Sun Jul 31, 2022 3:29 pm
by spin1
b4thman wrote: Sun Jul 31, 2022 12:52 pm I have noticed that, when playing Dark Souls III, I need to cap fps to 60 in Nvidia Control Panel and I also force vsync to not have tearing. Before doing that, I had some sort of tearing when my pfs surpases 60 fps.

I don't know if there is any general "rule" or recomendation related to these things, when using Geo-11:
- fps cap
- vsync
- Triple buffer

I don't know if vsync behavior can be forced inside any of the 2 inis that Geo-11 uses.
Please excuse my ignorance but I have to ask. Are you saying when we use Geo-11, Nvidia Control Panel settings don't have any effect? If so, is it for all settings (anti-aliasing, low latency mode, Anisotropic filtering, etc.) or just the settings you mentioned (eg. VSync)?

Re: What about Geo-11 and vsync

Posted: Mon Aug 01, 2022 7:11 pm
by bo3bber
This will mostly depend upon personal preference, but all the DX11 settings are now available in the original d3dx.ini file. geo-11 itself does not have any requirements regarding vsync or buffering, although you might need specific settings for weirdo modes like nvidia_dx11/dx9.

If you are using a game-fix, you won't necessarily see the new values, but they will work if you add them to the Device section. Look at the Device section of the d3dx.ini in the geo-11 download, and you'll see new settings for things like:

Code: Select all

; BufferCount is how many buffers in the swapchain. Higher values can smooth out
; performance, at the expense of latency. Between 2..16 for flip modes. Set To
; 2 (frontbuffer+backbuffer) for best latency. 3 for triple buffering. windowed
; mode is typically set to 1. If not defined, the value the game sets is used.
;buffer_count = 3
;
; Scaling for swapchain creation can stretch (0), no-stretch (1), aspect ratio 
; stretch (2). Probably not useful. If not defined, the value the game sets is used.
;scaling = 0
;
; SWAP_EFFECT is probably worth experimenting with in some use cases.  In general
; it should be set to DXGI_SWAP_EFFECT_FLIP_DISCARD (4) for best performance.
;        DXGI_SWAP_EFFECT_DISCARD	= 0,
;        DXGI_SWAP_EFFECT_SEQUENTIAL	= 1,
;        DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL	= 3,
;        DXGI_SWAP_EFFECT_FLIP_DISCARD	= 4
; If not defined, the value the game sets is used.
;swap_effect = 4
;
; Flags can be set during swap chain creation.  This is probably not very Useful
; but might be handy to work around some bad game parameters. For example if they
; set Allow_Tearing, it's not useful for us because that presumes gsync operation.
; Can also possibly allow_mode_switch where a game may try to deny it.
; If not defined the value used by the game is passed along.
;swapchain_flags = 0

; Two more roughly related parameters are passed in for each Present call.
; SyncInterval is how long the Present call will wait before showing.  If set to
; 0 it will present immediately.  Any other number will wait for that many vsync
; frames before showing.  If not defined, the value the game sets is used.
; present_flags are set to allow different operations during the Present call.
; https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/dxgi-present
; In general, this will not be very useful to change but might be good for testing.
;sync_interval = 0
;present_flags = 0
Of those, sync_interval is vsync. If you set it to 0, it will be disabling vsync. Set it to 1 or higher and it will wait for vsync.
swap_effect can change how the swap chains are displayed and make some games work fullscreen that otherwise fail.
buffer_count can be set to 3 for triple buffering. Can be higher if you find you need it.

Re: What about Geo-11 and vsync

Posted: Tue Oct 18, 2022 3:26 pm
by neovad
Unfortunately I can't enable vsync in Metro Exodus and Scorn via 'sync_interval = 1' neither in d3dx.ini nor in d3dxdm.ini
geo-11 has strange problems with vsync in 'direct_mode = nvidia_dx11'. In some games it enabled in some disabled

But when I use 'direct_mode = nvidia_dx9' vsync works fine even when I not use 'sync_interval = 1'

P.S. I used version 0.6.68 of geo-11

Re: What about Geo-11 and vsync

Posted: Tue Mar 07, 2023 3:22 pm
by neovad
It is strange, but in some UE4 games like Scars Above vsync with geo-11 works when I use in game setting "Windowed Fullscreen". But vsync doesn't work with "Fullscreen". It's seems to me that developers made a mistake with mode labels. May be Scorn has the same problem with vsync.

P.S. Metro Exodus with new version 1.0.8.37 has correct vsync with geo-11

P.P.S This strange behavior was in Scars Above version 1.0.0.128546 but in 1.0.1.129298 all perfect with vsync in both Fullscreen and Windowed Fullscreen modes

Re: What about Geo-11 and vsync

Posted: Wed Mar 08, 2023 1:45 am
by 3DNovice
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