JackTheHero
BIOS-Overclocker(in)
Oh und btw, gefunden im Guru 3D Thread von Unwinder, wo er auf die AMD Doku verweist, dass diese Zigtag framestimes "to be expected" sind, wegen der Methode wie gemessen wird.
Using the AMD FSR 3 swapchain, VSync enabled and disabled modes are the main differentiators in terms of frame pacing. When VSync is enabled, pacing relies on the expected refresh rate of the monitor and will present game frames as quickly as makes sense – as ultimately, the monitor will swap to the queued frame images in a consistent way behind the scenes. A game using AMD FSR 3 in this configuration will show a “zig-zag” pattern on frame time / present-to-present timing graphs. This is expected.
There are more accurate ways to examine frames through the display pipeline to a monitor than present-present. The gameplay experience in this mode is recommended due to its more consistent timing – when combined with a game-side frame time limiter set to ½ refresh rate, it is a high-quality gaming experience.
https://gpuopen.com/wp-content/uploads/2023/09/fsr3-dx12-api.jpg
With VSync disabled, the algorithm becomes more complicated. There are methods for when rendering is CPU limited versus GPU limited, and when the ALLOW_TEARING flag is used. Generally, to get the most “frames”, VSync can be disabled on lower refresh monitors with the ALLOW_TEARING flag set. You will see screen tearing, but FPS counters should reflect higher display frame rate.
When VSync is disabled, there are more wait events used in the frame pacing system to maintain present to present timing which should read to a smoother frame-time graph, rather than the zig-zag when VSync is enabled. However, the gameplay experience when using low-refresh monitors is unlikely to benefit from this.
AMD FSR 3 game integrations out now + more details for developers
With the integration of AMD FidelityFX™ Super Resolution 3 into games, we're sharing even more technical details for developers.
gpuopen.com