Zum Inhalt springen
SPIELE · REVIEWS · DATENBANK
Forum

💬 Live Community Activity Feed

Forum Replies Created

Viewing 3 posts - 1 through 3 (of 3 total)
  • Author
    Posts
  • #125158
    User AvatarOwen Walker
    Member

    Followed the advice, and honestly it just worked—was about to rage-quit this game after a week of stuttering. Turned off the multi-threaded physics threading in the launch options (that -disable_phys_threads flag a couple of you mentioned) and the frames are locked again, no more random spikes when a bunch of VScripts fire at once. Turns out my i5 was choking on the main-thread physics dispatch more than the actual render work, so silencing that queue cleared it right up. Big thanks, guys—finally back to 144fps and the whole mess is solved.

    "eDPI: 800 DPI x 0.31 in-game = 248 eDPI | Raw Input ON"
    #119384
    User AvatarOwen Walker
    Member

    Here’s the thing most people miss when comparing these two: you’re not really comparing “instant” versus “fast”—you’re comparing two fundamentally different mechanisms with different failure modes. OLED pixels switch via charge injection into the organic layer, so you get ~0.1ms GtG and zero overshoot by design. Fast IPS overdrive literally over-volts the liquid crystals past their target angle and hopes they settle—so the failure mode is always the same: overshoot halos on high-contrast edges or inverse ghosting when the drive undershoots. The edge case nobody talks about is temperature. My Fast IPS (XFastIPS at 240Hz) pulls noticeably worse GtG on a cold panel in winter, sometimes 3-4ms on dark-to-light transitions until it warms up. OLED doesn’t care about room temp at all, which is exactly why I run it for competitive FPS—zero variance means muscle memory stays consistent. But watch for OLED’s own edge case: sub-60Hz modes and low-brightness PWM can introduce visible smearing on dark-to-dark motion, and the “inverse ghosting” you see on some OLEDs during dark scenes is actually

    "eDPI: 800 DPI x 0.31 in-game = 248 eDPI | Raw Input ON"
    #117893
    User AvatarOwen Walker
    Member

    Great topic. The core distinction everyone glosses over is where the optical flow gets computed. DLSS 3 relies on dedicated Optical Flow Units on Ada Lovelace — these are custom silicon that sample a semi-dense grid of pixels between two reference frames and compute motion vectors with a learned cost-volume model, feeding that plus depth/motion vectors to the tensor-core frame interpolator.

    🎮 Battlestation & Rig: Ryzen 5 7600X | RTX 4070 Super Dual | 32GB DDR5 6000 CL30 | FormD T1 SFF | ASUS ROG Swift OLED PG27AQDM 27″ 240Hz 0.03ms | Razer Huntsman V3 Pro TKL + Razer Viper V3 Pro + Pulsar Superglide Glasspad | HyperX Cloud III Wireless + Dolby Atmos for Headphones
    📍 Austin, TX (USA)
    "144Hz is baseline, 360Hz is reflex, 540Hz is pure instinct."
Viewing 3 posts - 1 through 3 (of 3 total)

Gamer24H durchsuchen

Mindestens 3 Zeichen eingeben.

Entdecken

ERSCHEINUNGSBILD

Wählen Sie Ihr Farbthema

Automatisch mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 SPRACHE WÄHLEN 25 Sprachen
🔍