Does anyone else get horrible screen tearing while using nVidia Surround? I have 2x 480's in SLI with output's to 3x 30" in portrait mode.
In any game that I don't have VSync on, I get just ridiculous amounts of vertical screen tearing. Vsnyc is horrible though as it limits my FPS to 30 and adds tons of input lag.
I tried RivaTuner with associated D3DOverrider to force Triple Buffering but that doesn't appear to do anything in any games I try. I use Windows 7 64-Bit and nVidia 261.00 drivers.
Does anyone else get horrible screen tearing while using nVidia Surround? I have 2x 480's in SLI with output's to 3x 30" in portrait mode.
In any game that I don't have VSync on, I get just ridiculous amounts of vertical screen tearing. Vsnyc is horrible though as it limits my FPS to 30 and adds tons of input lag.
I tried RivaTuner with associated D3DOverrider to force Triple Buffering but that doesn't appear to do anything in any games I try. I use Windows 7 64-Bit and nVidia 261.00 drivers.
Does anyone else get horrible screen tearing while using nVidia Surround? I have 2x 480's in SLI with output's to 3x 30" in portrait mode.
In any game that I don't have VSync on, I get just ridiculous amounts of vertical screen tearing. Vsnyc is horrible though as it limits my FPS to 30 and adds tons of input lag.
I tried RivaTuner with associated D3DOverrider to force Triple Buffering but that doesn't appear to do anything in any games I try. I use Windows 7 64-Bit and nVidia 261.00 drivers.
Does anyone else get horrible screen tearing while using nVidia Surround? I have 2x 480's in SLI with output's to 3x 30" in portrait mode.
In any game that I don't have VSync on, I get just ridiculous amounts of vertical screen tearing. Vsnyc is horrible though as it limits my FPS to 30 and adds tons of input lag.
I tried RivaTuner with associated D3DOverrider to force Triple Buffering but that doesn't appear to do anything in any games I try. I use Windows 7 64-Bit and nVidia 261.00 drivers.
This is pretty much what I would expect with no VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
This is pretty much what I would expect with no VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
[quote name='ERP' date='13 November 2010 - 03:44 PM' timestamp='1289684687' post='1146138']
This is pretty much what I would expect with no VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
[/quote]
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
[quote name='ERP' date='13 November 2010 - 03:44 PM' timestamp='1289684687' post='1146138']
This is pretty much what I would expect with no VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
[quote name='ERP' date='13 November 2010 - 03:44 PM' timestamp='1289684687' post='1146138']
This is pretty much what I would expect with no VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
[/quote]
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
[quote name='ERP' date='13 November 2010 - 03:44 PM' timestamp='1289684687' post='1146138']
This is pretty much what I would expect with no VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
[/quote]
What driver version are you using? I had no effect on my screen tearing with 260.99 using SFR with Nvidia inspector and d3doverider. This is with gtx 480 sli on a single monitor.
[quote name='Callsign_Vega' date='14 November 2010 - 03:54 AM' timestamp='1289706852' post='1146241']
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
What driver version are you using? I had no effect on my screen tearing with 260.99 using SFR with Nvidia inspector and d3doverider. This is with gtx 480 sli on a single monitor.
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
[/quote]
What driver version are you using? I had no effect on my screen tearing with 260.99 using SFR with Nvidia inspector and d3doverider. This is with gtx 480 sli on a single monitor.
[quote name='Callsign_Vega' date='14 November 2010 - 03:54 AM' timestamp='1289706852' post='1146241']
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
What driver version are you using? I had no effect on my screen tearing with 260.99 using SFR with Nvidia inspector and d3doverider. This is with gtx 480 sli on a single monitor.
In any game that I don't have VSync on, I get just ridiculous amounts of vertical screen tearing. Vsnyc is horrible though as it limits my FPS to 30 and adds tons of input lag.
I tried RivaTuner with associated D3DOverrider to force Triple Buffering but that doesn't appear to do anything in any games I try. I use Windows 7 64-Bit and nVidia 261.00 drivers.
In any game that I don't have VSync on, I get just ridiculous amounts of vertical screen tearing. Vsnyc is horrible though as it limits my FPS to 30 and adds tons of input lag.
I tried RivaTuner with associated D3DOverrider to force Triple Buffering but that doesn't appear to do anything in any games I try. I use Windows 7 64-Bit and nVidia 261.00 drivers.
In any game that I don't have VSync on, I get just ridiculous amounts of vertical screen tearing. Vsnyc is horrible though as it limits my FPS to 30 and adds tons of input lag.
I tried RivaTuner with associated D3DOverrider to force Triple Buffering but that doesn't appear to do anything in any games I try. I use Windows 7 64-Bit and nVidia 261.00 drivers.
In any game that I don't have VSync on, I get just ridiculous amounts of vertical screen tearing. Vsnyc is horrible though as it limits my FPS to 30 and adds tons of input lag.
I tried RivaTuner with associated D3DOverrider to force Triple Buffering but that doesn't appear to do anything in any games I try. I use Windows 7 64-Bit and nVidia 261.00 drivers.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
My Blog
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
My Blog
This is pretty much what I would expect with no VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
[/quote]
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
This is pretty much what I would expect with no VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
This is pretty much what I would expect with no VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
[/quote]
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
This is pretty much what I would expect with no VSync.
The Monitors would refresh left to right in portrait mode, so tearing would appear much worse.
Unless you can find some way to enable triple buffering you're going to either live with tearing or VSync.
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
[/quote]
What driver version are you using? I had no effect on my screen tearing with 260.99 using SFR with Nvidia inspector and d3doverider. This is with gtx 480 sli on a single monitor.
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
What driver version are you using? I had no effect on my screen tearing with 260.99 using SFR with Nvidia inspector and d3doverider. This is with gtx 480 sli on a single monitor.
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
[/quote]
What driver version are you using? I had no effect on my screen tearing with 260.99 using SFR with Nvidia inspector and d3doverider. This is with gtx 480 sli on a single monitor.
Update!
Originally Posted by eddieck
Triple buffering (which is actually flip queuing in D3D) can't be enabled with AFR AFAIK (someone correct me if I'm wrong, as I may very well be). You would need to use SFR which can be enabled using NVIDIA Inspector. SFR provides lower scaling at lower resolutions, so I'm guessing (but have no results to back this up - it's just a guess, and not based on experience) it would be similar to AFR at your high resolution.
eddieck if you were here I'd kiss you. Thank's for letting me know about nVidia Inspector. It allowed me to change all of my AFR rendering to SFR and now Triple Buffering via D3DOverrider works!
No more screen tearing and my FPS can go where it pleases instead of being locked at 30 or 60. Plus the input lag of regular Vsync virtually disappeared!
What driver version are you using? I had no effect on my screen tearing with 260.99 using SFR with Nvidia inspector and d3doverider. This is with gtx 480 sli on a single monitor.