3D vision and G-Sync, FreeSync, Adaptive-Sync, and more? Let's get them working!
2 / 2
I tried adaptive Sync while in 3D Vision (SLI) with The Witcher 3. I noticed that when I cap the frames to 30/40/50/60, there is always an improvement in sharpness (less drag/motion blur) when using a ten increment (maybe even less than 10). Especially 30 vs 50 fps looks quite different. Of course 60 is best because of the synchronicity of the glasses with the screen and the GPU output timing.
So, for me at least, it isn't true that for 30 < x < 60 fps, x will assume the lower 30 bound, rather there is an improvement for the eye between 30-60 range. I tried this and noticed it myself quite evidently. Tearing was not noticeable with Adaptive-Sync so it must work differently with 3D Vision on. Fast-Sync on the other hand is not even selectable in the Nvidia panel, only via inspector/Profilemanager, and it doesn't work (triple buffering at least as tearing was present).
I wonder if Vsync On would have affected 3D Vision in the same way as Adaptive Sync.G-Sync would must definately never work with 3D Vision as the latter uses a variation of ULMB (Lightboost) which is at odds with G-Sync (strobing must be within a fixed refresh). Also the glasses are coupled to the refresh (30/60 or 30/40/60?), so the glasses would need G-Sync shutters as well, isn't it?
What are your thoughts on the motion blur improvement between 30-60, or other things I mentioned?
I tried adaptive Sync while in 3D Vision (SLI) with The Witcher 3. I noticed that when I cap the frames to 30/40/50/60, there is always an improvement in sharpness (less drag/motion blur) when using a ten increment (maybe even less than 10). Especially 30 vs 50 fps looks quite different. Of course 60 is best because of the synchronicity of the glasses with the screen and the GPU output timing.
So, for me at least, it isn't true that for 30 < x < 60 fps, x will assume the lower 30 bound, rather there is an improvement for the eye between 30-60 range. I tried this and noticed it myself quite evidently. Tearing was not noticeable with Adaptive-Sync so it must work differently with 3D Vision on. Fast-Sync on the other hand is not even selectable in the Nvidia panel, only via inspector/Profilemanager, and it doesn't work (triple buffering at least as tearing was present).
I wonder if Vsync On would have affected 3D Vision in the same way as Adaptive Sync.G-Sync would must definately never work with 3D Vision as the latter uses a variation of ULMB (Lightboost) which is at odds with G-Sync (strobing must be within a fixed refresh). Also the glasses are coupled to the refresh (30/60 or 30/40/60?), so the glasses would need G-Sync shutters as well, isn't it?
What are your thoughts on the motion blur improvement between 30-60, or other things I mentioned?
1- Adaptive Sync just disables vsync when you don't reach the fps=Hz situation. Tearing is harder to detect at fps<Hz than fps>Hz, especially if you are between 30 and 60fps.
2- Lightboost, which is what is used in 3D, strobes at a fixed refresh rate. There is only one perfect result: reaching the vsync cap (60fps per eye at 120Hz or 50fps at 100Hz). Any lower than that, and smoothness and blurless motion are ruined. With half the fps than Hz, you get double image in movement, but smoothness (equal time between shown frames, so no judder) is restored.
3- G-Sync, with a tweak to resolution timings, can work alongside ULMB. As a result it has variable brightness and bad frame pacing can ruin it, but it's the perfect blurless lagless tearless way of playing games in 2D. Unfortunately, it can't work with 3D Vision (I tried to trick it).
4- The emitter and glasses support a pretty wide range of refresh rates, from 64Hz (32Hz per eye) to at least 165Hz (82.5Hz per eye). I can't test anything higher. We can't force G-Sync, so I can't know for sure if the emitter and glasses would adapt to variable refresh rate.
1- Adaptive Sync just disables vsync when you don't reach the fps=Hz situation. Tearing is harder to detect at fps<Hz than fps>Hz, especially if you are between 30 and 60fps.
2- Lightboost, which is what is used in 3D, strobes at a fixed refresh rate. There is only one perfect result: reaching the vsync cap (60fps per eye at 120Hz or 50fps at 100Hz). Any lower than that, and smoothness and blurless motion are ruined. With half the fps than Hz, you get double image in movement, but smoothness (equal time between shown frames, so no judder) is restored.
3- G-Sync, with a tweak to resolution timings, can work alongside ULMB. As a result it has variable brightness and bad frame pacing can ruin it, but it's the perfect blurless lagless tearless way of playing games in 2D. Unfortunately, it can't work with 3D Vision (I tried to trick it).
4- The emitter and glasses support a pretty wide range of refresh rates, from 64Hz (32Hz per eye) to at least 165Hz (82.5Hz per eye). I can't test anything higher. We can't force G-Sync, so I can't know for sure if the emitter and glasses would adapt to variable refresh rate.
Unfortunately Tearing in 3D vision is unbearable so it's always Vsync on for me, I did not realize however that adaptive didn't work at all. Are we sure about this? If so that's pretty horrible, not sure why I haven't noticed. Maybe I just assumed it was working.
Unfortunately Tearing in 3D vision is unbearable so it's always Vsync on for me, I did not realize however that adaptive didn't work at all. Are we sure about this? If so that's pretty horrible, not sure why I haven't noticed. Maybe I just assumed it was working.
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ASUS Turbo 2080TI
Samsung SSD 840Pro
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Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
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So, for me at least, it isn't true that for 30 < x < 60 fps, x will assume the lower 30 bound, rather there is an improvement for the eye between 30-60 range. I tried this and noticed it myself quite evidently. Tearing was not noticeable with Adaptive-Sync so it must work differently with 3D Vision on. Fast-Sync on the other hand is not even selectable in the Nvidia panel, only via inspector/Profilemanager, and it doesn't work (triple buffering at least as tearing was present).
I wonder if Vsync On would have affected 3D Vision in the same way as Adaptive Sync.G-Sync would must definately never work with 3D Vision as the latter uses a variation of ULMB (Lightboost) which is at odds with G-Sync (strobing must be within a fixed refresh). Also the glasses are coupled to the refresh (30/60 or 30/40/60?), so the glasses would need G-Sync shutters as well, isn't it?
What are your thoughts on the motion blur improvement between 30-60, or other things I mentioned?
2- Lightboost, which is what is used in 3D, strobes at a fixed refresh rate. There is only one perfect result: reaching the vsync cap (60fps per eye at 120Hz or 50fps at 100Hz). Any lower than that, and smoothness and blurless motion are ruined. With half the fps than Hz, you get double image in movement, but smoothness (equal time between shown frames, so no judder) is restored.
3- G-Sync, with a tweak to resolution timings, can work alongside ULMB. As a result it has variable brightness and bad frame pacing can ruin it, but it's the perfect blurless lagless tearless way of playing games in 2D. Unfortunately, it can't work with 3D Vision (I tried to trick it).
4- The emitter and glasses support a pretty wide range of refresh rates, from 64Hz (32Hz per eye) to at least 165Hz (82.5Hz per eye). I can't test anything higher. We can't force G-Sync, so I can't know for sure if the emitter and glasses would adapt to variable refresh rate.
CPU: Intel Core i7 7700K @ 4.9GHz
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i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)