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Download Radeon Software Crimson Edition 16.5.3 Driver
AMD just released the Radeon Software Crimson Edition 16.5.3 Driver. This update offers optimization for Overwatch, Total War: Warhammer and Dota 2 with Vulkan API. For the CrossFireX mongers out there, profiles for Overwatch and Total War: Warhammer have been added. Also a micro-stutter CrossFire issue for Fallout 4 is fixed.
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Download Nvidia GeForce 368.22 WHQL driver - 05/23/2016 04:34 PM
Download the new Nvidia GeForce 368.22 WHQL driver. It is optimized for Overwatch, World of Tanks, and War Thunder, the Nvidia driver team was working up until the last minute to ensure every perfo...
Download AMD Crimson Catalyst 16.5.2.1 Driver - 05/17/2016 08:07 AM
AMD released yet another driver update, a hotfix that offers up-to 35% more performance on the AMD Radeon R9 390 series products in Doom versus the previous edition released last week. Download...
Download Nvidia GeForce 365.19 WHQL driver - 05/13/2016 08:56 AM
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Download AMD Radeon Software Crimson Edition Graphics Driver 16.5.2 Hotfix - 05/12/2016 09:05 AM
AMD once again released a new hotfix driver, this one brings support for Oculus Rift SDK v1.3, the HTC Vive but also adds a Crossfire profile for Hitman and support for Doom and Battleborn. You can ...
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You can now download Nvidia GeForce 365.10 WHQL drivers. These drivers are game-ready for "Forza Motorsport 6," "Overwatch: Open Beta," "Paragon Beta," and "...
PrMinisterGR
Senior Member
Posts: 8106
Joined: 2014-09-27
Senior Member
Posts: 8106
Joined: 2014-09-27
#5284703 Posted on: 06/05/2016 11:13 PM
There is absolutely no need for tripple-buffering when the frame rate can match the display's refresh rate at all times.
Do you think my PC should have problem maintaining stable 60 fps in The Witcher (the original first game, not the latest third installment) in 1920x1080 (with no extra quality tweaks or custom mods, just maxed out in-game settings in the "pure" retail game version) unless there was some software problem?
It's a horrible way when the windowed application doesn't support syncing with the window manager's composition rate. Frames won't be scheduled evenly but spit out randomly by the game engine and then either displayed or dropped (or repeated if necessary) by the desktop compositor (or Desktop Window Manager as Microsoft calls it these days). Measured frame rate might look great, yet motion will look terrible.
In this case, the game itself does not support either border-less windowed mode, nor full screen Vsync. So the only option is some kind of driver-forced V-sync in full screen mode (which never works well with AMD drivers).
Triple buffering also helps with frame delivery. Getting 60fps doesn't mean you get 60 evenly spaced frames within a second.
There is absolutely no need for tripple-buffering when the frame rate can match the display's refresh rate at all times.
Do you think my PC should have problem maintaining stable 60 fps in The Witcher (the original first game, not the latest third installment) in 1920x1080 (with no extra quality tweaks or custom mods, just maxed out in-game settings in the "pure" retail game version) unless there was some software problem?

It's a horrible way when the windowed application doesn't support syncing with the window manager's composition rate. Frames won't be scheduled evenly but spit out randomly by the game engine and then either displayed or dropped (or repeated if necessary) by the desktop compositor (or Desktop Window Manager as Microsoft calls it these days). Measured frame rate might look great, yet motion will look terrible.
In this case, the game itself does not support either border-less windowed mode, nor full screen Vsync. So the only option is some kind of driver-forced V-sync in full screen mode (which never works well with AMD drivers).
Triple buffering also helps with frame delivery. Getting 60fps doesn't mean you get 60 evenly spaced frames within a second.
theoneofgod
Senior Member
Posts: 4672
Joined: 2014-01-17
Senior Member
Posts: 4672
Joined: 2014-01-17
#5284712 Posted on: 06/05/2016 11:47 PM
There is absolutely no need for tripple-buffering when the frame rate can match the display's refresh rate at all times.
Do you think my PC should have problem maintaining stable 60 fps in The Witcher (the original first game, not the latest third installment) in 1920x1080 (with no extra quality tweaks or custom mods, just maxed out in-game settings in the "pure" retail game version) unless there was some software problem?
It's a horrible way when the windowed application doesn't support syncing with the window manager's composition rate. Frames won't be scheduled evenly but spit out randomly by the game engine and then either displayed or dropped (or repeated if necessary) by the desktop compositor (or Desktop Window Manager as Microsoft calls it these days). Measured frame rate might look great, yet motion will look terrible.
In this case, the game itself does not support either border-less windowed mode, nor full screen Vsync. So the only option is some kind of driver-forced V-sync in full screen mode (which never works well with AMD drivers).
I see. I play every game this way and I've yet to have any problems.
There is absolutely no need for tripple-buffering when the frame rate can match the display's refresh rate at all times.
Do you think my PC should have problem maintaining stable 60 fps in The Witcher (the original first game, not the latest third installment) in 1920x1080 (with no extra quality tweaks or custom mods, just maxed out in-game settings in the "pure" retail game version) unless there was some software problem?

It's a horrible way when the windowed application doesn't support syncing with the window manager's composition rate. Frames won't be scheduled evenly but spit out randomly by the game engine and then either displayed or dropped (or repeated if necessary) by the desktop compositor (or Desktop Window Manager as Microsoft calls it these days). Measured frame rate might look great, yet motion will look terrible.
In this case, the game itself does not support either border-less windowed mode, nor full screen Vsync. So the only option is some kind of driver-forced V-sync in full screen mode (which never works well with AMD drivers).
I see. I play every game this way and I've yet to have any problems.
moaka
Senior Member
Posts: 290
Joined: 2013-11-13
Senior Member
Posts: 290
Joined: 2013-11-13
#5284828 Posted on: 06/06/2016 10:47 AM
Firestrike Extreme ( my best with this driver )
http://www.3dmark.com/fs/8580844
Firestrike Extreme ( my best with this driver )
http://www.3dmark.com/fs/8580844
janos666
Senior Member
Posts: 1290
Joined: 2004-08-27
Senior Member
Posts: 1290
Joined: 2004-08-27
#5284837 Posted on: 06/06/2016 11:23 AM
Yes, proper frame timing is half the reason I insist on using real Vsync whenever possible (the other half being the obvious: to avoid screen tearing).
The number of buffers over two should have nothing to do with effective performance and/or smoothness when the uncapped frame-rate is (or at least supposed to be) several times or even magnitudes more than the display's refresh rate.
I have a 60Hz display and this game should run with several hundreds of fps even with somewhat throttled GPU clocks (it should be CPU limited due to single-threading with DX9).
The increased number of buffers should indeed help greatly whenever the possible frame-rate drops below the refresh-rate (for example, you get 45 instead of 30fps which is very noticeable) or even gets really close (because it might just drop to 30 when it would otherwise hover slightly over 60 due to the overhead and/or the necessities of scheduling, as you pointed out). That should not apply here.
Of course, most of the times I play with games which can clearly benefit of triple-buffering on my actual hardware (because I have <60fps with maxed out settings, so I try to find the optimized settings which give me 60 at most of the times and might drop to 45 on rare occasion but never to 30 or below... because settings with ultimate =60fps look a lot worse, since I have to adjust everything to the wort possible case even if it rarely occurs). This is not one of those.
Triple buffering also helps with frame delivery. Getting 60fps doesn't mean you get 60 evenly spaced frames within a second.
Yes, proper frame timing is half the reason I insist on using real Vsync whenever possible (the other half being the obvious: to avoid screen tearing).
The number of buffers over two should have nothing to do with effective performance and/or smoothness when the uncapped frame-rate is (or at least supposed to be) several times or even magnitudes more than the display's refresh rate.
I have a 60Hz display and this game should run with several hundreds of fps even with somewhat throttled GPU clocks (it should be CPU limited due to single-threading with DX9).
The increased number of buffers should indeed help greatly whenever the possible frame-rate drops below the refresh-rate (for example, you get 45 instead of 30fps which is very noticeable) or even gets really close (because it might just drop to 30 when it would otherwise hover slightly over 60 due to the overhead and/or the necessities of scheduling, as you pointed out). That should not apply here.
Of course, most of the times I play with games which can clearly benefit of triple-buffering on my actual hardware (because I have <60fps with maxed out settings, so I try to find the optimized settings which give me 60 at most of the times and might drop to 45 on rare occasion but never to 30 or below... because settings with ultimate =60fps look a lot worse, since I have to adjust everything to the wort possible case even if it rarely occurs). This is not one of those.
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Senior Member
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Joined: 2015-11-28
"There is absolutely no need for tripple-buffering when the frame rate can match the display's refresh rate at all times."
Nice assumption. If you enjoy dips in multiples of 15, by all means don't use it. With an 8GB card like I have, enabling triple-buffering, even if not needed, is a no-brainer.
"In this case, the game itself does not support either border-less windowed mode, nor full screen Vsync."
Try this to force borderless gaming: https://github.com/Codeusa/Borderless-Gaming