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What is io delta process lasso
What is io delta process lasso











I've got about 0.5-1ms more on every test maximum in v1.5.8 tests.ġ0. After all tests I lowered my CPU speed from 4.7GHz to 4.0GHz to see what diffrence it will make. Even if you don't use Vsync or VR all of above affects your fps quality (BMS example above)ĩ. Most of it when you fly fast and look sideways (not in front of you) at the ground.Ĩ. In VR if you drop to 45fps your head will still move with 90fps(see above) but ground and all objects inside game will move 45 fps (every second frame) - hence frame jumps and stuttering. VR asynchronous time warp/asynchronous reprojection help much in case of dropping to 45fps but will break flight feeleing and in case of infrequent drops it will be unpleasant stuttering of game objects (not your view).ħ. Useless in case of stuttering, flight feeling, fluidity and all of what I focus on here.Ħ. It's highly possible you will have average 70fps with those frame drops and stuttering because fps measurement is just a statistic - temporary fps or average fps but just a statistic.

what is io delta process lasso

But when you set lowest settings and start mission you can be restricted by your CPU power because those 11ms and 16ms restriction and it will bottleneck your system.ĥ. Of course you can throw at it 5x supersamplng, 8x MSAA, 5x DSR and much more and you will push the GPU to it's limits (hence 100% GPU utilization in the point 2 above). Yes DCS Game Engine (mark difference between game engine and graphics engine) is CPU bound not GPU bound (less truth in new v2.5 in non VR scenario). People tend to think that if CPU is 100% utilized on every core Game engine is well optimized - it's the opposite when it's done with work on 30% utilization and waiting for new task it's much better optimized.Ĥ. It just means your CPU can't push all the data for a frame in 11ms - it doesn't have to be utilized 100% for that. In case of VR or Vsync you can have CPU utilization at 40% and GPU utilization 100% and be CPU bottlenecked. That's why BMS is regared as very good at it - it's just old as hell and has very low frame latencies on modern hardware.Ģ. Fast frame render times and good frame consistency is what people perceive as a sense of flying and flying speed. If not - this particular frame won't be rendered and fps will be cut in half to 45fps(VR) and 30fps(60Hz monitor vsync). For VR every frame has to be pushed by CPU in 11ms time window (90Hz) and for 60Hz monitor it has to be prepared in 16ms window. For those who play DCS with Vsync because they don't like stuttering or play in VR it's even more important. With all stuttering and inconsistencies of DCS engine and DCS maps it's frame render time most important statistics. Like most of you already know frame latency/frame render times are much more important than pure average fps. I want to continue huge work done here but also focus not on fps but on frame latency.

what is io delta process lasso

EDIT: Updated Facts and added DCSv2.5 bench.













What is io delta process lasso