PC Frame-Rate Limiters: Why Don't They Work Properly?

DF Clips
22 Aug 202309:52

Summary

TLDRThe video script discusses the ongoing issues with frame rate limiters and video playback in modern video games. It highlights common problems such as improper frame rate caps in games like *Assassin's Creed* and *Mafia 2*, with developers relying on external tools like RTSS and Special K to resolve these issues. Video playback, especially Full Motion Video (FMV), is also criticized for poor quality and stuttering in both PC and console games. Despite advancements like VRR technology, these technical challenges remain, with solutions still evolving for better frame rate management and video playback smoothness in modern games.

Takeaways

  • ๐Ÿ˜€ Frame rate limiters in PC games are often poorly implemented, causing inconsistent frame pacing that requires third-party tools to resolve.
  • ๐Ÿ˜€ Frame rate caps in games can sometimes be set incorrectly, as seen in Assassin's Creed with a 31 FPS cap instead of 30 FPS, which can pass QA unnoticed.
  • ๐Ÿ˜€ External tools like RTSS (RivaTuner Statistics Server) can be crucial for achieving a smoother gaming experience, especially when the game itself has flawed frame limiting.
  • ๐Ÿ˜€ The quality of full motion video (FMV) playback in games has deteriorated over time, with many games suffering from stuttery, compressed, or poorly paced videos.
  • ๐Ÿ˜€ Even high-budget AAA games like Assassin's Creed Origins feature poor video playback, with choppy or stuttery videos at the start of the game.
  • ๐Ÿ˜€ Video playback was much better in the past, such as on PS2 where FMVs were pristine due to DVD quality and the systems being designed for smooth playback.
  • ๐Ÿ˜€ Unreal Engine's video playback and frame rate limiting capabilities are subpar, causing issues such as stuttering and improper frame pacing, even with pre-rendered videos.
  • ๐Ÿ˜€ Unreal Engine games, like The Last of Us Part One, can experience issues with frame pacing, where the in-built 30 FPS limiter causes inconsistent performance.
  • ๐Ÿ˜€ Special K, a third-party tool, can solve frame pacing issues by implementing half-rate V-Sync support, especially useful for AMD systems lacking native support for this feature.
  • ๐Ÿ˜€ Games like The Last of Us Part One may struggle on handhelds or systems with limited GPU power, but adaptive V-Sync methods (like Special K's) can help achieve stable 30 FPS performance.
  • ๐Ÿ˜€ VRR (Variable Refresh Rate) technology is beneficial for stabilizing frame rates, but it only works within certain frame rate windows and can't always fix problems caused by improper frame pacing.

Q & A

  • Why do frame limiters in PC games often fail to provide a smooth experience?

    -Frame limiters in PC games can be poorly implemented, leading to inconsistent frame rates and pacing. This is due to developers sometimes using arbitrary or improperly calibrated frame caps, which can cause stuttering or visual issues. External tools like RTSS (Rivatuner Statistics Server) are often needed to resolve these problems.

  • What issue did John mention about Mafia 2 and Radeon cards?

    -John described a problem where Mafia 2 had frame pacing issues when using a Radeon graphics card. The gameโ€™s built-in frame cap was slightly off, causing inconsistent frame rates and making the game look unsmooth. However, this issue wasn't solvable at the time due to the lack of external tools.

  • What is VRR, and how does it help with frame rate issues?

    -Variable Refresh Rate (VRR) is a technology that allows displays to adjust their refresh rate dynamically to match the frame rate output of the GPU. This helps reduce stuttering and screen tearing, providing a smoother visual experience, particularly in the VR window (when frame rates are above 48 FPS).

  • How does FMV (Full Motion Video) playback in games compare to previous generations?

    -FMV playback in modern games has deteriorated compared to earlier generations like the PS2 era. In the past, FMV quality was much smoother, with fewer compression artifacts, especially on formats like Blu-ray. Nowadays, FMV playback tends to suffer from stuttering, pacing issues, and visible compression artifacts, reducing its visual quality.

  • Why did the speaker highlight the issue with Assassin's Creed Originsโ€™ FMV?

    -The speaker highlighted Assassin's Creed Origins' FMV issue because the game's introductory video was choppy and poorly paced, which negatively impacted the player's first impression of the game. Despite being a high-budget AAA title, the poor FMV quality was a noticeable flaw.

  • What problem did the speaker encounter with Final Fantasy 7 Remake on PC?

    -The speaker observed that the intro cinematic in Final Fantasy 7 Remake on PC had stuttering issues due to the game loading assets and compiling shaders during playback. This caused a mismatch in frame delivery, resulting in a poor cinematic experience compared to console versions.

  • What challenges did the speaker face when trying to use Unreal Engine for video playback?

    -The speaker struggled to get smooth video playback in Unreal Engine, particularly when mapping a video onto a structure in a test map. Despite pre-rendering the scene and using full-screen video playback, the video still showed stuttering, suggesting that Unreal Engine might have inherent issues with smooth video rendering.

  • What specific problem does Unreal Engine's frame rate limiter have when targeting 30 FPS?

    -Unreal Engineโ€™s frame rate limiter, particularly in versions before Unreal Engine 5, does not properly pace frames when targeting 30 FPS. The result is often incorrect frame delivery, leading to stuttering that can't be fixed by VRR (Variable Refresh Rate).

  • What workaround did the speaker find to solve the frame pacing issue in The Last of Us Part One?

    -The speaker used Special K's halfway V-Sync option to fix the inconsistent frame pacing issue in The Last of Us Part One. This solution worked well on an AMD system, ensuring a smoother 30 FPS experience even when the game's built-in frame limiter failed.

  • Why is halfway V-Sync support important for AMD users in games?

    -Halfway V-Sync support is important for AMD users because it provides smoother gameplay at lower frame rates, particularly for 30 FPS. While Nvidia systems have long had this feature built into drivers, AMD users have lacked a similar solution until Special K added this functionality. It allows for better frame pacing, especially in games that do not natively support it.

Outlines

plate

This section is available to paid users only. Please upgrade to access this part.

Upgrade Now

Mindmap

plate

This section is available to paid users only. Please upgrade to access this part.

Upgrade Now

Keywords

plate

This section is available to paid users only. Please upgrade to access this part.

Upgrade Now

Highlights

plate

This section is available to paid users only. Please upgrade to access this part.

Upgrade Now

Transcripts

plate

This section is available to paid users only. Please upgrade to access this part.

Upgrade Now
Rate This
โ˜…
โ˜…
โ˜…
โ˜…
โ˜…

5.0 / 5 (0 votes)

Related Tags
Frame RatePC GamingVideo PlaybackFMV IssuesExternal ToolsVRRGame OptimizationFrame PacingGaming TroubleshootingTech Insights