

(SpecialK and D3D11 DXGI overrides for flip model presentation and flip discard and while it got it down the game still hit 70ms frame times though later releases got it back under control but yeah it makes for a good testing base ha ha.)

(This hardware is quite aged though, results aren't going to be optimal but can still be good particularly for ports with certain issues and frame time values around 100ms instead of 16.6ms for 60 FPS or 33.3ms for 30 FPS if I recall the numbers correctly.)ĮDIT: So Koei Tecmo and some of their ports as a primary testing because it's been years and they're still doing a lot of the same stuff. Interesting though yeah what more can be said, sounds nice and is doing a good job in a number of titles already from what little I have checked already.ĮDIT: Right so a way to see about slashing down the flip chain down to minimal and it's effects on frame time and if that can be taken even further, would be neat if it could.
#FALLOUT 4 INPUT DELAY DRIVER#
Sounds like a solid addition to the driver feature set too and it does more than adjust the flip queue from what I am reading but this is still a lot of new info so going to take some catching up on to begin understanding.
#FALLOUT 4 INPUT DELAY WINDOWS 10#
(Kinda needs Windows 8 at the minimum after all, Windows 10 for other features so Win7 and multiple code paths and support levels and yeah it has little chance of seeing usage other than D3D12 for now. Interesting, have a lot to read up here on how this work and then some testing, learning a bit too so it'll be interesting to see the results of that works and then also a combination of traditional flip model and then also if flip discarding is introduced by overrides since it's still really uncommon in D3D11 titles for now.
