Closed aufkrawall closed 1 year ago
I played a bit with/wo vsync and I had no noticeable input lag.
Are you sure you aren't encountering a placebo?
No placebo, I can notice the difference already in the game's main menu which uses a software cursor. :)
I've tested G9 and D9VK and honestly I don't feel any difference. My monitor isn't the best for input lag though so I'm probably not the best candidate to test this.
Can you try with this build? dxvk-latency.tar.gz
Vsync doesn't work with that one. :)
What if we do d3d9.numBackBuffers = 2
and d3d9.maxFrameLatency = 1
on latest master/0.30?
No change. Could it be that d3d9.numBackBuffers
is not implemented? Even if I set it to 1 or 2, it can render at any framerate below vsync maximum (75Hz in my case), and is not falling back back to clean divisors of max like double buffering would do.
It is implemented, hmmm
The latency really increases when increasing the number of backbuffers, e.g. a number of 10 is extremely laggy. It seems to hit a wall for lower values?
Though I believe also GN with thread_submit=true
has a backbuffer queue length of 3 due to its "triple buffering" vsync behavior (at least with recent mesa git-master, there where some throttling fixes a few weeks ago).
Difference in CPU single thread performance may be a reason why some people encounter lag and some don't. Bethesda games notoriously are often bottlenecked by single thread performance.
CPU performance really can play a role, as the input latency is only that high when vsync actually caps the framerate. So when I drop below 75fps (it really does that on my 6700k...), it actually feels more direct with that lower framerate (while vsync still really is on, no tearing).
I'm still not seeing any input lag on my end. How severe are we talking?
The game can be played without issues, I don't think it's worse than WineD3D.
@aufkrawall If you believe this is this is still an issue with latest dxvk then please move the issue to that repo. 🙂
Wasn't a real issue to begin with vs. native D3D9, so let's send this ticket into vsync hell where it belongs. :)
Probably not a bug, but perhaps it can be optimized: Games like Oblivion and Skyrim, which use vsync by default, feel more laggy with D9VK than with Gallium Nine. You have to use
thread_submit=true
with the latter to fix backbuffer queue length, but it is still more direct than D9VK.d3d9.maxFrameLatency = 1
doesn't help here. Xorg compositor is off in both cases and pageflipping works correctly (no tearing).