Guru3D RTSS Rivatuner Statistics Server Download 7.3.5 Final

Videocards - Overclocking & Tweaking 94 Updated by Hilbert Hagedoorn

Click here to post a comment for Guru3D RTSS Rivatuner Statistics Server Download 7.3.5 Final on our message forum
data/avatar/default/avatar39.webp
Thanks!
data/avatar/default/avatar18.webp
Thank you for continuing with this wonderful software!
data/avatar/default/avatar39.webp
Nothing is bugged if you know how to use the magic of Search button.
https://forums.guru3d.com/data/avatars/m/66/66406.jpg
Unwinder:

Nothing is bugged if you know how to use the magic of Seach button.
Really I don't know what's Seach button:)
https://forums.guru3d.com/data/avatars/m/56/56686.jpg
I can final show Res and HZ on my layouts!
https://forums.guru3d.com/data/avatars/m/278/278745.jpg
Great application and great update. Front Edge Sync frame limiting works great for 99% fps frametimes, everything is super smooth and consistant. 60 limit hits 60 99% fps for example, the other options were getting more like 50 99% fps numbers for a 60 limit.
data/avatar/default/avatar11.webp
reslore:

Great application and great update. Front Edge Sync frame limiting works great for 99% fps frametimes, everything is super smooth and consistant. 60 limit hits 60 99% fps for example, the other options were getting more like 50 99% fps numbers for a 60 limit.
That's a placebo. Front edge sync is not anyway better than back edge sync or async modes and it provides higher input latency. The only true usage case for it is hybrid scanline sync mode where you use framerate limiter to steer tearline position. You're simply validating it with an application (CapFrameX?) which is calculating percentiles for present_to_present frametimes (which are also adjusted by front edge sync limiter). If you look at frame_start_to_frame_start frametimes (which are adjusted by back edge sync and async modes) and percentiles related to it, the picture will be opposing.
https://forums.guru3d.com/data/avatars/m/278/278745.jpg
It was a quick test and I was going off of AMD overlay stats. Great program thanks for the information.
data/avatar/default/avatar40.webp
Curious about the Reflex limiter. Can that reduce input lag compared to the async one (which is already great)? Could there be any downsides?
https://forums.guru3d.com/data/avatars/m/239/239175.jpg
Harry Lloyd:

Curious about the Reflex limiter. Can that reduce input lag compared to the async one (which is already great)? Could there be any downsides?
It can, but not because of the limiter itself, but because of the whole Reflex system. It comes into play when your GPU is completely maxed out and thus extra frames to be rendered are piling up. What that means for FPS limiting is that in cases where the game is unable to reach the cap because the GPU can't keep up, the lag penalty should be reduced. If the cap is always reached, then Reflex doesn't do anything. Input lag should be the same as with the normal async limiter.