Just tried this and it's working great for me
Thanks!
Thanks!
Are you certain you set 0 pre-rendered frames? It probably feels alienated to you. It felt like my cursor was moving incorrectly when I first did this, but then I realized I was jumping to notes a lot faster and more accurately.Jordan wrote:
Tried this and I actually lost a lot of responsiveness lol. Is it because I'm playing with a mouse?
Ahh that's your issue (the processor), but x264 is cpu related not gpu related (It even says CPU when you look at it). It still works the way I've said, lower speeds causes more workload (the stream is processed more to be better quality). It takes i7 tier processors to be on stuff like fast and slower. I'm on veryfast because I overclocked my processor to 4.3 GHz.Although I'm curious, what are your broadcast settings? It seems pretty good. [Talking about advanced section, you gave the video part and the encoding in a previous post]YayMii wrote:
My x264 preset won't change the fact that DirectX gives me better framerates at better quality settings. And I highly doubt that a $50 AMD GPU would outperform the $180 Nvidia GPU that I bought a few months ago. When I said your computer is more powerful than mine, I was referring to your i5 (I have a Core 2 Quad).
EDIT: Here's an example of the quality I can get with DirectX, which is the same if not slightly better quality than the video you posted. http://www.twitch.tv/yaymii/b/426814302
I actually changed my settings around a bit since I last posted, trying to get a better quality image than my previous settings, and that video in the link was a result of the changes. I'm at 1280x720 (downscaled 1.25 to 1024x576 using the Lanczos filter) @ 45fps with 2150 kb/s CBR. Here's my Advanced tab though, since I made a few changes there too: http://puu.sh/3wYbK.pngDexus wrote:
Ahh that's your issue (the processor), but x264 is cpu related not gpu related (It even says CPU when you look at it). It still works the way I've said, lower speeds causes more workload (the stream is processed more to be better quality). It takes i7 tier processors to be on stuff like fast and slower. I'm on veryfast because I overclocked my processor to 4.3 GHz.Although I'm curious, what are your broadcast settings? It seems pretty good. [Talking about advanced section, you gave the video part and the encoding in a previous post]
osu! crashes right away when you try to start it with ATT and dxtory opened at the same time (unless you put delay hook)Dexus wrote:
Dxtory for recording right? (I experimented with dxtory as a frame limiter for better performance)
480 fps is 1ms delay roughly, so having 500 fps render is fine. no need to increase to 480 fps because the limiter is weird like that.Mathsma wrote:
Thanks for this, playing feels much sharper now. I have a couple of questions. I set my fps limit to 300 but when I check my fps ingame it caps at 500 instead, is this normal? Also, would changing the fps limit to 480 increase response time?
Yeah 0 can cause stuttering on some computers, but the latency is reduced by a lot.RaneFire wrote:
I find that flip-queue size 1 is best for my computer. 0 causes stutters. Not really sure why.
OpenGL is definitely more responsive, but for some computers it just does not work right.
Good guide. Will try some of these when I get home; although my setup is responsive enough atm, any bonus is welcome.
So is "1" actually 2 then or something? I'm not too sure why there would be a 0 option if 0/1 were the same.Dexus wrote:
Also through further research I was sifting through the config files on RadeonPro and flip-queue size 0 is actually 1 not 0. It even says it in the config. There is no 0 pre-render / look at ahead. It's just the way buffers work.
In your start menu, right click on the notepad application, run as administrator.Pokefreaker wrote:
Tried the Msi AfterBurner but having some slight problem.
I cant save the file after changing FrameRate Limit = 480. [Notepad]
Mind that peppy himself never recommends this anyway.RaneFire wrote:
Or just disable your UAC in account control settings.......................
Last I checked, it should be on the main RTSS window or something (it used to be under settings). I don't have it installed to verify though.Sorun wrote:
It seems MSI moved files around a bit and renamed them. Can't find which file has the frame limiter.
Figured it out. Seems MSI afterburner no longer handles the FPS cap its in the RivaTuner program folder.Espionage724 wrote:
Last I checked, it should be on the main RTSS window or something (it used to be under settings). I don't have it installed to verify though.Sorun wrote:
It seems MSI moved files around a bit and renamed them. Can't find which file has the frame limiter.
Version 10 / 11 as in DirectX 10 and 11? I wish osu! rendered through them (namely D3D11, that has benchmarked to be better than OpenGL hands down). We would get hardware acceleration support on windows 8 and that mouse problem on 8.1 would go away. It would be shaders for everything and using 3d with an orthogonal camera instead of 2d sprites, but doing this it renders much faster and efficiently. Only drawback is it gets slightly soft looking but that's due to the AA in the drivers. Currently osu! is rendering with DirectX 9 and it has become an old method. Only the newer versions of directx support the hardware acceleration.RaneFire wrote:
Necro'ing because I need an opinion or preferably a fact...
I don't know how osu! does it's thing, but apparently some DirectX games, namely of version 10 or 11, are unaffected by any changes to Flip Queue Size made in RadeonPro. And AMD has also been doing some things apparently regarding other applications being able to change this value, although I can't find anything conclusive.
I thought I would test some different settings, and as it turns out, it does not matter what Flip Queue Size I choose, it seems to have no effect on input lag in osu! (Tested by seeing how far my windows cursor is... behind my osu cursor <- on all values)
So what is interesting is that I am not getting any input lag at all apparently, so has AMD optimised something or am I actually playing on 3 or 1 or what because I can't tell- I tested at 120fps and 450fps (75hz) and both yielded the same results. I'm sure if there was any, it wouldn't matter much at 450fps.
Also apparently I've been playing on the driver default setting ever since my post in this thread, because apparently "0" in RadeonPro sets it to the driver default (3) again... lol.
You're getting less microstutters and the input is consistent. this is good because then you can adjust to it and play comfortably. If the fps is dropping thousands of frames and being very inconsistent it's not a very enjoyable experience. I've also learned that how smooth the movements of the sprites are in directx is determined by how many frames per second you have it set to. With higher frames you can see everything clearly and faster so it's a no brainer to do it. With lower fps there's less repeated frames on the monitor so it can tend to look choppy.Sorun wrote:
Wow... I'm either experiencing placebo or this actually makes a significant difference. Mind you I didn't think this would change much yet every thing feels buttery smooth and responsive. It's kind of too responsive. Think I might go back to 120.
When has D3D11 proved better than OpenGL? Also, the hardware is still accelerating older DirectX levels (DX9 and DX10 games aren't being ran in software on your CPU...). The mouse problem on 8.1 is due to a power-saving thing Microsoft introduced (carelessly), and isn't render-dependent (it happens on WoW, Black Ops 2, and Metro 2033 on DX11; hence the fix from Microsoft).Dexus wrote:
Version 10 / 11 as in DirectX 10 and 11? I wish osu! rendered through them (namely D3D11, that has benchmarked to be better than OpenGL hands down). We would get hardware acceleration support on windows 8 and that mouse problem on 8.1 would go away.
I'd be interested to see the whitepaper from Microsoft stating this, even though I know for a fact my DX9 games are hardware-accelerated (my games wouldn't play at more than 5 FPS if this were the case; i've used both 8 and 8.1). The only real benefit of a newer DirectX API for osu! may be to lessen the small CPU-overhead that DX9 gives, and if that's the only objective, you'd be better off using OpenGL. This is a game where you click circles, not see thousands of particle effects and fully-tessellated scenes with heavy SSAO and 4xSSAA :p Not to mention there probably isn't a large amount of osu! players who even have DX11-compliant GPUs.Dexus wrote:
Currently osu! is rendering with DirectX 9 and it has become an old method. Only the newer versions of directx support the hardware acceleration.
Define dropped frames? I play Unlimited (gameplay), and don't experience anything of the like of what I understand to be dropped frames.Dexus wrote:
...If the fps is dropping thousands of frames and being very inconsistent it's not a very enjoyable experience
Can you tell me what you did in the rivatuner application? i think i fucked up and made mine less responsive and its messing up my jumpsSorun wrote:
It seems MSI moved files around a bit and renamed them. Can't find which file has the frame limiter.
Hmm, I only skimmed through them, but where on any of those pages does it say older DX levels aren't hardware-accelerated on 8/8.1 and that the power-saving mouse feature would be fixed with DX11?Dexus wrote:
When I use unlimited my FPS can be 6000 on some maps while 1000 on others
http://blogs.msdn.com/b/b8/archive/2012 ... phics.aspx
Also related in a way
http://msdn.microsoft.com/en-us/library ... 01(v=vs.85).aspx
http://msdn.microsoft.com/en-us/library ... 42(v=vs.85).aspx
Do you realize this thread is from over a year ago?!?Kinzie wrote:
Hello, this was actually a useful guide thanks.
I have 60hz monitor and the easiest way to get rid of tearing for me was to go at osu! folder, open "osu!.User" file with notepad and set setting "CustomFrameLimit" on 480.
So it was like this "CustomFrameLimit = 480"
It has that 2ms delay as it is said but its not even noticable.
My ms is weird as hell i get 300-450 with unlimited but 4ms always theres also lag behind my mouse movements.Dexus wrote:
Everything including Intel graphics works with this in DirectX render mode.If you're playing windowedgo to the properties of your osu! shortcut and change the compatibility settings to this Using MSi AfterburnerPuush wasn't responding so I could not make screenshots, I will make them later when it's responding
1) Download and install msi Afterburner
http://event.msi.com/vga/afterburner/download.htm
2) navigate to "C:\Program Files (x86)\MSI Afterburner\Bundle\OSDServer\Profiles" and open the "Global" file in notepad
3) Find and replace the section as shown below; then save and close the file[Framerate]4) Open msi afterburner window and click settings down below
Limit=480
3) First check start with windows and start minimized then Click the Monitoring tab
4) Scroll down the graph listing and check the two boxes that say "Framerate" then click OK
5) Open the MSI On-screen display server that now appeared in your tray and turn On start with windows and Off the on-screen display
5) Launch your game and switch to unlimited (during gameplay) then enjoy
If you want to run with OpenGL instead of DirectX only AMD can by changing the CustomFrameLimit to 480 fps and then using 60 fps (vsync). Yes that option seems to go to higher frame rates than vsync in OpenGL with AMD. MSi Afterburner can't hook into any other frame limit option but this as well.
Do not use triple buffer as it induces latency
60 fps has roughly 16ms delay
120 fps has roughly 8ms delay
255 fps has roughly 4ms delay
480 fps has roughly 2ms delay, very stable and playable
unlimited gets barely 1ms delay, but is really unstable and can exert your GPU inducing a sort of dragging effect in active moments
Yes.EscudoPikes wrote:
Am i a complete spoiled brat
ofc because the original post is 3 years old..??? idk about an alternativeBlackjack Sass wrote:
The link to get MSI Afterburner no longer exists. Is there another way I can get it? Or an alternative?
Strong MomiMomiji wrote:
aAnaxii wrote:
unlimited>>>>>>>>>>>>>>
?DM FOR MUTUAL wrote:
aAnaxii wrote:
unlimited>>>>>>>>>>>>>>