![]() Asus and Zowie have alternatives to this Asus has ELMB and Zowie has DyAc which combine adaptive sync tech with ULMB. It is designed to reduce eye tracking motion blur, however it should be noted that this can not be used in tandem with G-sync so you will have screen tearing and can only be used on certain fixed refresh rates. ULMB stands for Ultra Low Motion Blur and is Nvidias proprietary blur reduction technology. This will have its own section because there are intricate details that need to be covered but the TL:DR is that the display is changing its refresh rate dynamically to match the frame rate of your game to mitigate stuttering and screen tearing. G-sync is Nvidias proprietary method of adaptive synchronization. ![]() Monitor Technology has three modes I am aware of: G-sync, ULMB and Fixed refresh rate. This will hugely impact the responsiveness of your game but reaches diminishing returns (The gained responsiveness is a lot less than the required power) and is why my recommendation is as previously stated. 60 FPS is rendering a new image every 16.6 ms while 120 FPS is rendering a new image every 8.3 ms and 240 FPS is rendering a new image every 4.2ms. ![]() The amount of frames that are rendered per second will impact how responsive your game feels. If you have a refresh rate below 75hz I recommend leaving this OFF. If you have a high refresh rate display without adaptive sync, you may want to set this to your screens refreshrate + 5 to stop a lot of unnecessary frames from being rendered. This is useful if you want to create a smooth gaming experience ( more about this in section 3) and if you have a display with adaptive sync( more about this in section 4). Previously this had to be done with RTSS [( technically still better at it) if there was no limit built into the game. Max Frame Rate is a relatively new feature to the Nvidia control panel and can limit your maximum FPS. Setting it to Ultra while underutilizing the GPU or while being CPU bound can have the opposite effect and increase input lag. Since Planetside 2 is CPU bound in many scenarios it should most likely be set to ON. This is usually the case unless there is a frame rate limit in place stopping it or you are CPU bound. ![]() This can be set to Ultra if your GPU is always being fully utilized (99-100% usage while playing a game). Low Latency Mode controls how many frames are pre-rendered in the frame buffer and is meant to reduce input lag. There is no noticeable performance impact on relatively modern GPUs. For applications like 3DMark it messes with scores and must be application controlled there. This can be set to x16 in the Nvidia control panel to improve some games textures, like Planetside 2. The specific form of AO implemented is HBAO+.Īnisotropic Filtering is a non-linear texture filtering technique that helps make textures appear clearer and more detailed. Setting this globally on may cause issues in certain games, Grid 1 is an example of that. For Planetside 2 this can be set to Off in the control panel and instead use the in-game AO. This can be set to Performance or Quality but those should only be used on games that support it, set it per-program on games where they either don't have their own AO or you want to use Nvidias forced AO instead of the games built in AO. TL:DR it improves the look of dark areas. Ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. ![]()
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