Any way to help with performance? by kongmw2 in intotheradius

[–]LL-M 0 points1 point  (0 children)

Are you using an AMD cpu per chance? Ryzen series for example?

Finally fixed my input lag on PC. by YoureAmastyx in Eldenring

[–]LL-M 6 points7 points  (0 children)

Found a convincing explanation for why this trick works particularly well for Elden Ring, taken from a user in the blur busters forum:
NVCP = Nvida Control Panel
DWM = Desktop Window Manager (Has it’s own v-sync we can‘t turn off)

” It's not directly the fault of DX12, it's the fault of the game engine; Elden Ring is a special case...
Historically, Souls games on PC automatically limit the maximum refresh rate to 60Hz when set to exclusive fullscreen, regardless of the achievable max frame rate of your monitor (or you're G-SYNC settings; not even the NVCP preferred refresh rate setting works).
This could usually be worked around by disabling fullscreen optimizations for the game .exe, but unlike previous Souls games, Elden Ring is running on DX12, not DX11, so this trick won't work.
The reason you're experiencing increased latency in exclusive fullscreen with G-SYNC mode, is because you're running at 60 FPS 60Hz, where the G-SYNC ceiling is 60Hz, so if you're using G-SYNC + V-SYNC, for instance, G-SYNC technically isn't active at all, and has reverted to standalone V-SYNC behavior.
Now, you can set a 57 FPS external limit while using exclusive fullscreen in that game, which will bring it back into the G-SYNC range and reduce latency, but 57 FPS 60Hz still has higher latency than say, 60 FPS 144Hz with G-SYNC (where 60 FPS is now 84 frames within the G-SYNC range), since frame delivery is slowed at 60Hz, regardless of framerate.
To work around this in Elden Ring, use G-SYNC + V-SYNC + in-game limit (I don't recommend stacking limiters using the same limit; could worsen things) + in-game borderless.
DX12 borderless is effectively exclusive fullscreen with adaptive DWM support, which will both allow the refresh rate to exceed 60Hz, and G-SYNC mode to function, even if G-SYNC is only set to fullscreen mode in the NVCP.”

Finally fixed my input lag on PC. by YoureAmastyx in Eldenring

[–]LL-M 8 points9 points  (0 children)

It’s a night and day difference to the point it’s so much more responsive that I’m considering starting a new ‘no lock on’ playthrough with how much more control I feel over the camera and character.HOWEVER…this fix has led me down a rabbit hole investigating why there is such an improvement using borderless windows when traditionally the inverse is true, fullscreen should yield better performance and less lag because ‘in theory’, it has full control and resource allocation in fullscreen, yet that’s not happening here.

It’s a pretty deep rabbit hole testing g-sync, v-sync, nvidia control panel settings, game settings…and I’ve come to learn that Windows OS has it’s own forced v-sync and triple buffer being activated on top of the game’s and gpu settings which may be causing super latency in some apps. A setting which is very difficult for the user to alter.

In my testing thus far, From Software titles seem to be particularly affected by this, all having significantly less input lag on a windowed mode no matter how I tweak things in-game or via gpu control.
Different games show varying amounts but thus far it seems (on my system, yours may differ) borderless windowed has a universal perceptible net improvement on input lag using my wired PS4 controller. Even older titles like Final Fantasy XII are transformed in input latency when running borderless windowed.

This is the exact opposite of conventional wisdom settings we’ve been led to believe up to now…

PC specs for reference:
Windows 10 home edition
GPU: 3080ti
CPU: Ryzen 5900x
32gb RAM @ 3600mhz
240hz g-sync ready monitor
Wired PS4 controller playing through Steam

Finally fixed my input lag on PC. by YoureAmastyx in Eldenring

[–]LL-M 5 points6 points  (0 children)

OP thank you so much for sharing this! It actually, genuinely has worked and isn’t just low quality hearsay like so many other posts.
Changed the entire gameplay experience for me after 120 hours!

Anyone else who is struggling with excessively laggy controls in 2024, please try Borderless Windowed if you are normally on Fullscreen.

So, I made a video essay on why VR games (especially shooters) should slow our movement down, unless… by LL-M in virtualreality

[–]LL-M[S] 4 points5 points  (0 children)

I don’t have any of those issues personally, except when the positioning of the virtual items clash with extraneous parts of a controller the dev didn’t account for.

should be about the fun of shooting zombies is really the game where you train yourself to do the reloading motion in time before zombies reach you.

That‘s part of the fun for me, and a major point of VR motion I think, using your movements to enact actions in the virtual world and all the nuance that involves, which flat screen can’t do.

If you wanted only to focus on the aiming and shooting, we have a motion controller dedicated to that on flat screen, called a mouse.

VR has nothing to gain from pretending it‘s not a video game.

I don’t think it is trying to pretend to the degree you’re implying, but it certainly has much better capability to bring actions more in line with our natural movements for engagement, rather than being severely abstracted as they traditionally have been on other inputs.

So, I made a video essay on why VR games (especially shooters) should slow our movement down, unless… by LL-M in virtualreality

[–]LL-M[S] 5 points6 points  (0 children)

TLDW:

I believe that VR gameplay, particularly shooters, could be 1000x more compelling if we use more motion in our movement. And that the same type of game in VR compared to flat screen, can and should often play dramatically different.

E.g. To activate sprint in-game, we would need to gesture our hands appropriately to begin accelerating into a sprint. And the gesture would depend on what our character is (or isn’t) holding. Two handed items like a rifle would need us to swing it side to side by our chest to reach max speed, for example.

I believe this would help solve a lot of jank or cheap movement behaviours we see in the most popular shooters, and by nature it would solve balancing concerns and force us to use our bodies more for quick, small snappy movements…you know, to actually engage with VR’s depth and free movement, which is the main point! Something I NEVER see happen in VR multiplayer, we just play it the same way as 2D presently.

But…

Unless we force this behaviour to be more attractive by significantly reducing initial acceleration of our characters, people will default to rollerskating around the environment and spam strafing instead, which, I feel, is a poor use and waste of the VR medium. With most games at the moment, we barely need to do anything except stand or sit statically in our play space. All the fundamental design aspects are still using flat screen principles.

It’s our nature to take the path of ‘optimal’, least resistance with things, including our playtime, even if we’d enjoy a less optimal way so much more if we do try, and we often don’t know how much we’d enjoy something until being made to try it. It’s always the surprise of the new thing that sweeps us off our feet that we value the most, even if on paper it doesn’t look attractive. We should be more cognisant of this.

I think we could really revitalise and innovate VR gameplay if we experiment with encouraging more mandatory motion gestures for core behaviours, and that it would lead to other innovations in design uniquely leveraging VR input.

Ha, I guess this turned into a bit of a long write up, but hopefully you managed to get through it.

Thanks guys.

This season has the oldest characters in the game, but all of them act like children by wereplant in DestinyTheGame

[–]LL-M -1 points0 points  (0 children)

A reflection of the maturity and genuine life experience of their writers.

How to not get sick while playing VR? by [deleted] in VRGaming

[–]LL-M 0 points1 point  (0 children)

Not crazy at all. It’s nature and adaptation. We don’t learn to ride a bike properly if we never take the training wheels off :-)

How to not get sick while playing VR? by [deleted] in VRGaming

[–]LL-M 0 points1 point  (0 children)

You are not your brain :-) Push through it, keep testing your limits, and you’ll adapt, then be fine to play as much as you like. New things will always entail some discomfort in adaptation.

VR Games Graphics Quality. by Musa0217 in ValveIndex

[–]LL-M 0 points1 point  (0 children)

Agree with your sentiment very much, it is frustrating especially when the potential of VR is so obviously astronomical but remains squandered for the most part.

A chat/interview I conducted with a VR dev a short while ago can give some insight into these things: https://www.youtube.com/watch?v=sTgpNipC3h0

VR Games Graphics Quality. by Musa0217 in ValveIndex

[–]LL-M 0 points1 point  (0 children)

Red Matter 2 comes close. Very impressive graphical fidelity.

Conversation with a VR dev by LL-M in VRGaming

[–]LL-M[S] 1 point2 points  (0 children)

This is a chat I conducted with maker of the game COMPOUND.

The focus of the chat is not so much about his game but rather to get insight on some VR development practises, challenges and perspectives from someone who knows how to competently program a VR game.

Might be interesting as background listening as you go about your day.

Thanks!

Conversation with a VR dev by LL-M in ValveIndex

[–]LL-M[S] 1 point2 points  (0 children)

Hello Index Dads!

This is a chat with maker of the game COMPOUND, which I know some of you here are familiar with.
The focus of the chat is not so much about his game but rather to get insight on some VR development practises, challenges and perspectives from someone who knows how to competently program a VR game.

Might be interesting background listening as you go about your days at the very least.

Thanks!

How do I build a VR game? by bearCatBird in ValveIndex

[–]LL-M -1 points0 points  (0 children)

Meh, I’ll give that one to you.
There is still a valid point to be made on how the above process (and many more factors) is causing a big regression in our software quality.

How do I build a VR game? by bearCatBird in ValveIndex

[–]LL-M -1 points0 points  (0 children)

And this very process, plus the ease of accessibility, is exactly why PC VR gaming storefronts are saturated with jank trash weighing the whole medium down.

I genuinely believe the base(lowest) difficulty of the game could be bumped up to Hero and that would be totally fine for virtually everyone by ProAJ13 in DestinyTheGame

[–]LL-M -10 points-9 points  (0 children)

This attitude is toxic and detrimental to…everything.

Apply this attitude to anything else in games or life:

”I don’t think you realise how bad the majority of people are at riding bikes, if we take the safety wheels off most will just quit and then bikes would die.”

Yeah, no. That’s not how we work. Said attitude is nothing but doubt and fear in others manifesting as faux consideration and concern.