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AMD "Gaming" tab funny find

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I've had a similar situation when the driver picked up Unreal Gold as Unreal Engine 4, nothing to worry, but some compatibility flags are obviously incorrect.
 
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The compromise is that you're missing a bunch of features.

I don't like the bloat at all- but the nvidia overlay is priceless for diagnosing issues.

Sure, I agree, but we also have MSI Afterburner, GPU-Z, Action! recorder and all that, and I have all of those things installed :)

I sure understand the appeal of GFE, but I'm glad they somewhat left some room for us power users.
 

Mussels

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Sure, I agree, but we also have MSI Afterburner, GPU-Z, Action! recorder and all that, and I have all of those things installed :)

I sure understand the appeal of GFE, but I'm glad they somewhat left some room for us power users.
None of them can show the render latency like GFE can.

Frametimes are just FPS in another format, where render latency is an entirely different metric not visible anywhere else.
 
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None of them can show the render latency like GFE can.

Frametimes are just FPS in another format, where render latency is an entirely different metric not visible anywhere else.

Isn't this feature restricted to Reflex Latency Analyzer monitors with advanced metrics like the PG259QNR (which is capable of displaying pipeline to physical presentation time) or am I thinking of something else?
 
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It gets better, if you want to alter things like GPU workload, which is a PERFORMANCE setting you'd think it'd be under the PERFORMANCE tab, right? NOPE. It's under "Gaming"....... what?
But wait, there's more! if you're looking for AV settings to change colour of videos or whatever you'd think it's under the "Display" settings (which is also under gaming????), right? haha you fool, it's actually hidden in the Settings menu that can only be accessed via the gear icon.

The radeon control panel is so stupidly designed, it's almost like it was done on purpose to annoy the fuck out of users. The Catalyst panel was perfect but NO they had to ruin it and make it "gaming" control panel..... dude. Not every single person installing the drivers is a gamer, what the fuck AMD? and "Pro" drivers are no different, it's the exact same thing but in blue, because.... blue is what professionals like idk.
Thankfully I was able to find the sweetspot for all of my cards and write down all the numbers in paper, and I had to do that because the 'profiles' setting is so broken it'll randomly either reset all to default (why???) or DELETE the saved profiles... man. If nvidia cards didn't cost 10+ years of work in my country at this point I'd be using a 3060 or something, but it's basically unobtanium for us, the 'newest' I can get locally is a 1050Ti at überscalper prices.
 

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Isn't this feature restricted to Reflex Latency Analyzer monitors with advanced metrics like the PG259QNR (which is capable of displaying pipeline to physical presentation time) or am I thinking of something else?
That's an extra part of the same reading

It can show:
Render latency
System latency (Seems to appear in reflex enabled games, or vulkan. CPU, GPU, display refresh cycle time. Nvidia are vague on specific details, annoyingly)
Total system latency incl. mouse (with specific displays and mice)

FPS caps tend to be the biggest way to reduce the render times, since if a GPU is maxed out at 100% and runs slow while doing so it's eating into the time for when the next frame could have been started, making all of them later. Throw that in with render-ahead queues and you can add/remove 30-100ms of render latency, let alone the system latency of the display refresh cycle on top

BG3 DX11, 60FPS cap vs none (Anything under 99% GPU usage is the same, this was just convenient being near 60FPS)
Notice the 99% FPS values jumped massively at the same time render latency is down? Because it has time to spare, instead of working on old content (the frames pre-rendered long ago from the CPU, and older again because it's late from rendering the previous frame)
1692592444039.png
1692592457373.png

With NULL here I'd get 6.9ms since the game defaults to 2 frame render ahead (standard in DX11), but i normally play in vulkan so I haven't enabled it.
Going from ~7ms to ~27ms per frame is world changing as far as mouse and keyboard 'feel' goes, even in a game with turn based combat
At 60Hz refresh cycle time is 16.67ms - so the 'system latency' here would be 16.67 plus those values combined so the right image would be around 70ms, absolutely something you can feel. Adding in 1-2ms from a supported mouse wouldn't change much there.

It's almost 1/4 the latency by capping the FPS in this situation, but no other measurement would show that since they're only seeing the final product and not exclusively the render times
 
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Isn't this feature restricted to Reflex Latency Analyzer monitors with advanced metrics like the PG259QNR (which is capable of displaying pipeline to physical presentation time) or am I thinking of something else?
What' so special about this? Process hacker's had this available for at least 2-3 years now if not more!

Screenshot (205).png
 

Mussels

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What' so special about this? Process hacker's had this available for at least 2-3 years now if not more!

View attachment 310001
Never heard of it - but none of those values are render latency
They're showing something else entirely, which is multiple of these values combined or how long it took once rendered to be displayed.

Ignore the text here (Snagged it from a video on nvidia reflex)
1692598804239.png


Measuring them seperately vs all together is what's useful. This is going far off the (totally not serious) topic of this thread, however.
 
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It's probably the second/third most popular open source task manager alternative, shows 7 values there & render latency is likely fifth from the top ~

Also all the values are pulled from Windows any way so I doubt there'd be much discrepancy between them.
 
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