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  • #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.

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