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Timing variability when using fullscreen

I'm currently playing around with PresentMon and for some reason I get a really bad timing when I'm using true fullscreen (r.FullScreeMode 0). I'm rendering with 60FPS and Vsync on. Furthermore, my scene is almost empty. I only present a sphere that changes from white to black after a button press and then back to white. Has anyone an idea, why the timing gets worse with fullscreen and if there is a way to fix that?

 This is how the timing looks like in windowed fullscreen:
 
 MsBetweenPresents    MsBetweenDisplayChange    MsInPresentAPI    MsUntilRenderComplete    MsUntilDisplayed
     16324    16706    15480    15865    47931
     16509    16723    15839    16363    48145
     16814    16672    15505    16301    48003
     16555    16699    15863    16338    48147
     16847    16702    15494    16243    48001
     16578    16764    15782    16495    48188
     16723    16739    16188    16945    48204
     17219    16642    15756    16476    47627
     16763    16756    15065    15928    47620
     16066    16611    15718    16465    48164
     16524    16702    15732    16426    48343
     16515    16783    16413    17156    48610
     17382    16588    15305    16061    47817
     16137    16859    16135    16892    48539
     16919    16657    15457    16013    48276
     16313    16623    16269    16982    48586
     17316    16778    15339    16094    48048
     16234    16600    15950    16751    48414
     16956    16801    15523    16325    48258
     16356    16706    16138    16825    48608
     17060    16602    15522    16212    48150
     16316    16716    16130    17015    48549
     17206    16691    15446    16165    48034
     16523    16690    15856    16547    48201
     16866    16863    15441    16071    48198
     16414    16596    15886    16587    48381
     16761    16704    15717    16396    48324
     16591    16650    16081    16788    48382
     17213    16696    15202    15902    47866
     15970    16723    16428    17051    48619
     17601    16756    14996    15666    47773

 
 This is how it looks like when using real fullscreen
 
 MsBetweenPresents    MsBetweenDisplayChange    MsInPresentAPI    MsUntilRenderComplete    MsUntilDisplayed
     13775    16756    15647    36145    46515
     16278    16671    19849    32803    46908
     20999    16726    12742    28570    42634
     13452    16705    15153    35581    45887
     15958    16697    19611    32525    46625
     20822    16614    11745    28298    42418
     12472    16837    15828    35957    46783
     16991    16645    18956    32404    46437
     20143    16683    13217    28882    42978
     14342    16627    14599    34695    45263
     15690    16677    18962    32094    46250
     19763    16783    12363    29066    43270
     13068    16644    15983    36221    46845
     17248    16668    19038    32116    46265
     20252    16816    11867    28603    42830
     12514    16671    17021    36700    46986
     17686    16691    19055    31863    45991
     20232    16741    11673    28222    42500
     12813    16695    15441    35700    46383
     16473    16647    19218    32399    46556
     20116    16746    12336    29033    43187
     13582    16647    16404    35711    46251
     17467    16761    18321    31292    45545
     19690    16657    11642    31783    42511
     12612    16844    19185    32477    46743
     19998    16603    12517    32789    43348
     13401    16606    19393    32488    46552
     20854    16787    12619    28431    42485
     13893    16580    14553    35039    45171
 
 
 
    
     
 
 
 
 
Product Version: UE 4.21
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asked Feb 07 '19 at 03:32 PM in Rendering

avatar image

Alphatierchen
3 1 3

avatar image Alphatierchen Feb 07 '19 at 05:20 PM

Ok, I've testet a bit around and it seems that it was caused by setting MaximumFrameLatency to 1. Either by setting it in the console as well as by setting it in the Nvidia settings. When I set it to 2, then everything is fine. Even when I set it to 3 and instead r.FinishCurrentFrame to 1. Maybe my understanding of r.FinishCurrentFrame is wrong, but I thought that enabling it would be the same as if MaximumFrameLatency is set to 0? Or do I understand r.FinishCurrentFrame wrong?

avatar image Alphatierchen Feb 07 '19 at 06:16 PM

Ok, I think I got the difference between FinishCurrentFrame and MaximumFrameLatency. MaximunFrameLatency is just the number of prerendered Frames by the CPU and FinishCurrentFrame is about fully rendered frames that are buffered by the GPU, right?

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