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A 60 FPS cap does the same thing as a 59 FPS cap, though it leaves less margin for error. Simply put, it prevents a backlog of frames to display, and it only is useful for DirectX games. OpenGL does not benefit from this technique.

DX forces all created frames to be displayed, even if there is a newer one ready to be displayed when vertical blanking mode comes about. Setting a 60 FPS or lower limit prevents the buffer system from having two complete frames at one time in the back buffers when your system is capable of creating more than 60 FPS.

I've seen the error you are talking about, and have heard that people have found other FPS limiters that are not based on rivatuner work for them. I forget which ones they used, but you may try to find something other than MSI Afterburner, EVGA Precision X, or any other rivatuner FPS limiter.
 
😵

Is this an Nvidia thing? Because I just played through Tomb Raider and had no such issue-- I'm very perceptive of smooth gameplay, too.

The ingame vsync worked fine.
 
yeah I will still never get the 59 fps cap with vsync on myth some people stand by. I have tried that in a few games and they will stutter or hitch a little especially if only double buffered because you are not getting the full 60 fps. Its so simple to test and RE 5 gave the clearest example of how silly that 59 fps claim was. I capped the game at 59 and there was a consistent hitch just panning around. Turned off the cap and the hitch was gone. It was 100% repeatable and I tried a few other games and got same result.
 
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yeah I will still never get the 59 fps cap with vsync on myth some people stand by. I have tried that in a few games and they will stutter or hitch a little especially if only double buffered because you are not getting the full 60 fps. Its so simple to test and RE 5 gave the clearest example of how silly that 59 fps claim was. I capped the game at 59 and there was a consistent hitch just panning around. Turned off the cap and the hitch was gone. It was 100% repeatable and I tried a few other games and got same result.

The 59 FPS cap is for a specific situation, and definitely works in those situations. Even G-sync has shown to perform much better with a cap at 120 on a 144hz version. It does help latency in those cases.

Here is the catch, it only works on games that use DirectX and 3+ buffers. I do not know the percentage of games that fit that category. It is probably around half, if not more.

The reason it works in that situation, is DirectX forces the game to display all created frames, and if your GPU gets a frame ahead while waiting on refreshes, it will end up always showing you the older of 2 complete frames, adding 16ms of latency. This does not happen with 2 buffers and it does not happen in OpenGL. It only happens with 3+ buffers in DirectX with V-sync.

Theoretically, 60 FPS limit can do the same, if it can prevent the GPU from getting 1 frame ahead of the displayed frame.
 
The 59 FPS cap is for a specific situation, and definitely works in those situations. Even G-sync has shown to perform much better with a cap at 120 on a 144hz version. It does help latency in those cases.

Here is the catch, it only works on games that use DirectX and 3+ buffers. I do not know the percentage of games that fit that category. It is probably around half, if not more.

The reason it works in that situation, is DirectX forces the game to display all created frames, and if your GPU gets a frame ahead while waiting on refreshes, it will end up always showing you the older of 2 complete frames, adding 16ms of latency. This does not happen with 2 buffers and it does not happen in OpenGL. It only happens with 3+ buffers in DirectX with V-sync.

Theoretically, 60 FPS limit can do the same, if it can prevent the GPU from getting 1 frame ahead of the displayed frame.
Well people had suggested that 59 fps fix for many years and many years ago very few games even had triple buffering. So my own testing then showed that in games it did not do what they said it would and instead introduced stutter. So what you are saying backs me up then since all those games were likely double buffered. Plus it goes to show how full of crap people were since the very games I tested were ones they said the 59 fps cap worked in.
 
Well people had suggested that 59 fps fix for many years and many years ago very few games even had triple buffering. So my own testing then showed that in games it did not do what they said it would and instead introduced stutter. So what you are saying backs me up then since all those games were likely double buffered. Plus it goes to show how full of crap people were since the very games I tested were ones they said the 59 fps cap worked in.

That is part of the problem. Most people who parrot that fix don't understand when and why it works.
 
Well people had suggested that 59 fps fix for many years and many years ago very few games even had triple buffering. So my own testing then showed that in games it did not do what they said it would and instead introduced stutter. So what you are saying backs me up then since all those games were likely double buffered. Plus it goes to show how full of crap people were since the very games I tested were ones they said the 59 fps cap worked in.

SLI/CFX systems behave differently than a single GPU. I have been using this technique for close to 10 years on all my MGPU systems and it works very well.
 
nvidia has been removing too many options, been forcing too many optimizations, been crippling dp which includes integer performance, and it makes me mad as hell. the quality of their products is going down to nearly riva 128 levels
I'm pissed Nv have removed the ability to cap fps while vsync is enabled, it really was a god send in a number of games.
you can download rivatuner statistics server although it doesnt work in 64 bit games.
 
nvidia has been removing too many options, been forcing too many optimizations, been crippling dp which includes integer performance, and it makes me mad as hell. the quality of their products is going down to nearly riva 128 levels
you can download rivatuner statistics server although it doesnt work in 64 bit games.
there is a 64 bit beta version that has even been included in afterburner beta for a while now.
 
Yes it does now, since the last couple of Nv driver updates. It worked perfectly a few months ago.
 
From what I've heard, it doesn't disable v-sync with all FPS limiters, just rivatuner and maybe a few others.
this was with rivatuner though as I dont even know of any other way to do it.

I just went to rivatuner put 59 in there and fired up the game which show 59 fps. with vsync off there was tearing and then when I turned on vsync in the game menu the tearing was gone. so i dont know what some people are referring to by saying it disables vsync.
 
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As of 335.23, V-Sync no longer gets disabled when used in conjunction with a limiter, however, that combo now causes the screen to lock up frequently instead. Out of the frying pan and into the fire.



Are you saying that the 59FPS cap wont cause hitching in triple buffered games?

It will cause some hitching. Every 59th frame will take twice as long to be displayed. Its advantage is to remove the latency triple buffering+directX+V-sync causes.
 
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