2019-06-01_PC_Gamer

(singke) #1

PC Graphics Options Explained


HARDWARE


Becauseitdeterminesthenumberof
pixelsyourGPUneedstorender,
resolutionhasthegreatesteffecton
performance.Thisiswhyconsole
gameswhichrunat1080poften
upscalefromalowerrendering
resolution–thatway,theycanhandle


fancygraphicseffectswhilemaintaining
asmoothframerate.Ibenchmarkedthe
ShadowofMordorresolutionstotheleft
(allsettingsonmaximum)ontheLarge
PixelColliderwithtwoofitsfourGTX
Titansactive,toshowhowmuch
resolutionaffectsperformance.

ShadowofMordorresolutionbenchmarks
(2xNvidiaGTXTitanSLI)

1980x720(1/2resolution)

2560x1440(nativeresolution)

5120x2880(2xresolution)

Avg.FPS MaxFPS MinFPS

102 338 30

51 189 23

16 26 10

G-sync and FreeSync


New technology is starting to solve this big mess. The
problems stem from one thing: displays have a fixed refresh
rate. But if the display’s refresh rate could change with the
framerate, we could eliminate screen tearing and eliminate
the stuttering and input lag problems of vsync at the same
time. Of course, you need a compatible video card and display
for this to work, and there are two technologies that do that:
Nvidia has branded its technology G-sync, while AMD’s efforts
are called Project FreeSync.
Initially, Nvidia cards only supported G-sync monitors, but
GeForce cards will now work with some FreeSync monitors.

Adaptive Vertical


Synchronization


The other big problem with vsync happens when the
framerate drops below the refresh rate. If the framerate
exceeds the refresh rate, vsync locks it to the refresh rate:
60FPS on a 60Hz display. That’s fine, but if the framerate
drops below the refresh rate, vsync forces it to jump to
another synchronized value: 30 FPS, for instance. If the
framerate fluctuates above and below the refresh rate often, it
causes stuttering. We’d much rather allow the framerate to sit
at 59 than punch it down to 30.


Vertical sync and


screen tearing


When a display’s refresh cycle is out of
sync with the game’s rendering cycle,
the screen can refresh during a swap
between finished frames. The effect is a
‘break’ called screen tearing, where
we’re seeing portions of two or more
frames at the same time. It is also our
number one enemy after low framerate.
One solution to screen tearing is
vertical sync (vsync). It’s usually an

option in the graphics settings, and it
prevents the game from messing with
the display until it completes its refresh
cycle, so that the frame swap doesn’t
occur in the middle of the display
updating its pixels. Unfortunately, vsync
causes its own problems, one being that
it contributes to input lag when the
game is running at a higher framerate
than the display’s refresh rate.

PERFORMANCE

Free download pdf