I was ready to publish my track but some bugs raised with 1080 building, some parts of the track now looks wet for some reason aside the fps loss. This is more dramatic with new Meganes which uses the badly optimized WSGT 3d model (40% less FPS than ISI previous model).
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Someone here was saying that fps above screen refres rate (mine 60 hz) is not needed, but for me fps capped to 60 causes lots of tearing and stuttering. Is it normal? I found that if I go under 180 fps I start to get some stuttering and tearing.
Maybe that someone was speaking about having 60 fps and vsync.
Yes, i heard about that sometime ago and tried 59 and vsync. I don't really remember what it was like, but i didn't stick with it so it probably wasn't too good. Maybe i try again some day.Have you tried capping it to 59 or 58? I am personaly using Vsync + fps limit 58 through NVinspector, giving me smooth screen but some less lag than using Vsync alone.
Yes, higher fps gives better feel because it reduces delay. With 60 fps, the picture shown is 16,7 ms old and with 120 fps it's 8,3 ms old. With 120 fps and 60 hz screen every other frame is shown.iRacing has a default of 84FPS and they know that will be played on native 60hz. For someone to say it is completely worthless is a rather stupid statement given the amount of discussion and tests done on this very subject.
No one is arguing that a native 60hz display will show more frames than 60hz, it won't obviously, but the larger selection of frames with data points changes the feel of the sim. A native 120hz display would be ideal because it should be perfect but I don't know of any native 120hz LED projectors yet and with VR coming it won't matter. A common compromise to improve feel is to run more frames and a subset of those get displayed. Simple test for anyone to try, if you haven't go ahead and do so. Some people swear by it some don't. LFS runs at 100 FPS by default out of the box and while old, again it is butter smooth and I can't find a hint of tearing anywhere. Now why would iRacing and LFS and others have a default FPS at a rate higher than the ubiquitous 60hz display value? Just to provide a crap experience OOB or for no value whatsoever? No, there is real reasoning behind it so don't believe it just because an ISI staff says so.
Personally I run rF2 at 96FPS locked, no vsync, set max frames to 95.5. Runs butter smooth, no tearing from cockpit. Only tearing is on a few large track side objects in some tracks in replay mode and again very minor. That all said a 60hz display given a locked 60FPS should work just fine (like a console experience) so something may be wrong with your setup. Trying using a display port if not already.
I simply can't drive some cars due the screwed FFB. Update to 1080 was the worst decision on my life aside to get married.
Now the FFB is screwed? How? Feels the same on my rig.
Deleted shaders from user data folder but no fun. Game is clearly more jumpy and stuttering than 1052b. I'm about to revert to the previous build.
Not seeing any FPS drops. Are you testing in fullscreen mode? The wet look could be related to having road reflections ON, at least on some modded tracks that are not well made.
If i use high delay graphics settings (Vsync) and low delay ffb settings (no filtering, and high torgue bandwith <- osw thing)The thing is(at least I think):
The Force Feedback is working at 400hz at rFactor2. So it is possible to give out 400 outputs per second. Every framerate below 400fps(theoretically) should increase delay of game graphics to force feedback.
At least I only have the feeling of perfectly snychronized ffb with graphics when I run high framerates