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  « November 2011 Unreal Development Kit Beta download ... The making of Risen 2 video part 1 ... »  

Fix Windows 7 input lag with vsync on

Posted by newman [Sunday, 27 November 2011 - 13:08]   5 comments - Post you own news

I currently dual boot Windows 7 Ultimate and Windows Xp Professional. I work in 7 but I still play in XP. And the reason is input lag with Vsync turned ON. The problem is pretty notorious by now.

While frame rates are high these days if you spend some bucks, the new version of Windows adds tons of mouse lag to games. And while I can run Skyrim or QuakeLive in XP and benefit from 0 mouse latency I cannot run Battlefield 3 as it is a Windows 7 only game - hence I'm stuck with mouse lag. 

Recently I found this guy who runs the kegetys.net website that wrote a nifty d3d wrapper (I guess :) by which you can enforce 2 settings pertaining to the input lag issue on any d3d application.

 

RenderAheadLimit=0
// which basically equates to the "Render ahead" setting in your Nvidia Control Panel
 
FPSlimit=57
// which is the interesting part and sets a cap on your FPS. Try and set it a little lower than your monitor refresh rate as this is the key to drastically reducing lag. Do not go too low as you're going to get stuttering. Try and find a sweetspot.
 
Do not forget to force Vsync ON from the graphics card control panel.
 
 
While this will not make Windows 7 quite as responsive as XP it will improve you experience by a large margin.
Download below, copy to application folder(Ex. Skyrim folder), edit the .cfg file, run your game.

 




 Downloads (1)

Anti lag 1.01 for Direct3D games

Tools 8.27 KB 13:33 - 27 11 2011 
 
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  Comments (5)
#1 Posted by Anonymous Coward - 207.191.221.24 on 28 November 2011 - 00:45 Quote
Its worth noting that for SLI users you do not want to eliminate your render-ahead queue for stability reasons. SLI essentially requires render-ahead because the CPU has to get frames ready for multiple GPUs, and a new frame must be sent ASAP (due to Alternate Frame Render), so the driver stalling the CPU (no render ahead) is unacceptable.

IMO for the best case scenario (stability and performance), this should be set to 2 for SLI rigs, and 1 for single card solutions globally. Exceptions can be made for super-competitive games dropping to 1 for SLI and 0 for single cards, but overall you'll probably want to keep these in the aforementioned 'sweet spots' for most practical uses. (Skyrim)

Also, here's an interesting tidbit from nVidia's "SLI Best Practices":

"One additional detail worth noting is that while input latency is the same on SLI AFR configurations as it is on single GPU configurations (each frame will take as long to be complete), inter-frame latency is reduced due to parallelism, so the application appears more responsive. For example, if a typical frame takes 30 ms to render, in a 2-GPU AFR configuration with perfect scaling the latency between those frames is only 15 ms. Thus, increasing the number of frames buffered in SLI does not increase input lag."

http://developer.nvidia.com/object/sli_best_practices.html
#2 Posted by Anonymous Coward - 194.83.71.238 on 28 November 2011 - 13:53 Quote
Is this for ATI cards too?
#3 Posted by newman on 28 November 2011 - 14:27 Quote
Insightful frist post
yes, for ATI too. Any video card.
#4 Posted by Anonymous Coward - 217.212.230.70 on 28 November 2011 - 22:52 Quote
If you really want responsive input, get one of these "3d ready" 120hz lcd monitors and play without v-sync. Barely noticably tearing (i can't see any) and the desktop experience is also greatly improved with 120hz. When you reach 100-120fps the game also looks more solid.
#5 Posted by newman on 29 November 2011 - 16:22 Quote
I heard about the 120 Hz monitors. May be a solution even though costly
But why is everything dandy in Windows Xp ?...
I'm still hoping for a complete fix for this vsync nonsense maybe in a windows service pack :(

You know windows 2000 and early xp used to have a problem with refresh rate locked at 60 hz which made your crt monitor flicker... it was fixed in sp2 i guess..
 
 

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