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- Needless to say, even if an in-game framerate limiter isn’t available, RTSS only introduces up to 1 frame of delay, which is still preferable to the 2+ frame delay added by Nvidia’s limiter with G-SYNC enabled, and a far superior alternative to the 2-6 frame delay added by uncapped G-SYNC.
blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/11/G-SYNC 101: In-game vs. External FPS Limiters - Blur Busters
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Nvidia FPS Limiter vs RTSS and In Game Limiters. Archived post. New comments cannot be posted and votes cannot be cast. TLDW: Both are on par but RTSS is more convenient - changing limit on fly and displaying the graphs.
Jan 7, 2020 · That's why the RTSS graph might looks better with the RTSS limiter compared to the in-game limiter even if the in-game limiter is factually superior (in case of the in-game limiter,...
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Sep 2, 2022 · RTSS limiter was close to NV v2 one, and significantly better than both the NV v1 & v3 (NV CP) (worse L-Shapes distributions and Lows avg numbers with both NV v1 & v3, stutters). In...
Jun 20, 2017 · RTSS is a CPU-level FPS limiter, which is the closest an external method can get to the engine-level of an in-game limiter. In my initial input lag tests on my original thread, RTSS appeared to introduce no additional delay when used with G-SYNC.
Mar 1, 2020 · Stability-wise, the NV v2 limiter was the best method overall and the in-engine limiter the worst one. RTSS limiter was close to NV v2 one, and significantly better than both the NV v1 & v3 (NV...
On Vulkan scenario, the RTSS limiter was significantly better than all the Nvidia's limiters (worse L-Shapes distributions and Lows avg numbers with all the NVIDIA's limiters, stutters), being the RTSS limiter the best method overall and the in-engine limiter the worst one.