horrible tearing OR stuck at 30 fps
Posted: Tue Jan 16, 2018 4:04 pm
Hello!
I hope someone really clever can help me with this issue I'm having.
I'm using the latest version of UT with the latest OpenGL renderer. I don't use any third-party stuff (like textures etc.) except for the 436 patch and the renderer.
The problem is the following:
The refresh rate of my notebook LCD is 60 Hz and SwapInterval is set to '1' (i.e. VSync is on), so the game runs at 60 fps. Despite this, however, there is terrible screen tearing, especially around blinking lights, where even artifacts occur. I had the same problem with a few other games, e.g. Doom 3 vanilla and Quake 2, but there I could solve the problem by limiting the max fps to 55. For some reason, these games require a frame rate lower than the screen refresh rate to function properly on my PC.
However, this solution doesn't work with UT. I can limit the max fps to 55 and 'timedemo 1' reports that it is limited, but the screen tearing occurs just the same. I tried all kinds of possible combinations with driver settings and they don't make a difference.
The only solution is to set the SwapInterval to '2' (it has to be an integer), but that means limiting the game to 30 fps.
Setting a fake or null refresh rate in the .ini file doesn't work. I also tried to add a custom resolution with 110 Hz in Intel settings (hoping the screen itself would simply reject it instead of going into flames), but I can't; I get a maximum bandwidth error message.
The issue doesn't occur in Direct3D, but all D3D renderers I've been able to find have inferior graphics (e.g. no two-layer detail texturing) and for some reason antialiasing doesn't work at all under D3D in this game on my GPU, so I really don't want to use those.
Is there any way to make UT believe that the refresh rate is bigger than it really is?
My Computer is a Dell 7559 laptop with Windows 10 Home
CPU: 6th Gen. Intel C i5-6300HQ Quad C 2.3 GHz (6M Cache, up to 3.2 GHz)
RAM: 8GB Single Channel DDR3L 1600MHz (8GBx1)
HDD: Seagate 5400rpm 64MB SATA ST1000LM014
GPU: NVIDIA GeForce GTX 960M 4GB GDDR5 (+ intergrated Intel HD Graphics 530)
Thank you!
I hope someone really clever can help me with this issue I'm having.
I'm using the latest version of UT with the latest OpenGL renderer. I don't use any third-party stuff (like textures etc.) except for the 436 patch and the renderer.
The problem is the following:
The refresh rate of my notebook LCD is 60 Hz and SwapInterval is set to '1' (i.e. VSync is on), so the game runs at 60 fps. Despite this, however, there is terrible screen tearing, especially around blinking lights, where even artifacts occur. I had the same problem with a few other games, e.g. Doom 3 vanilla and Quake 2, but there I could solve the problem by limiting the max fps to 55. For some reason, these games require a frame rate lower than the screen refresh rate to function properly on my PC.
However, this solution doesn't work with UT. I can limit the max fps to 55 and 'timedemo 1' reports that it is limited, but the screen tearing occurs just the same. I tried all kinds of possible combinations with driver settings and they don't make a difference.
The only solution is to set the SwapInterval to '2' (it has to be an integer), but that means limiting the game to 30 fps.
Setting a fake or null refresh rate in the .ini file doesn't work. I also tried to add a custom resolution with 110 Hz in Intel settings (hoping the screen itself would simply reject it instead of going into flames), but I can't; I get a maximum bandwidth error message.
The issue doesn't occur in Direct3D, but all D3D renderers I've been able to find have inferior graphics (e.g. no two-layer detail texturing) and for some reason antialiasing doesn't work at all under D3D in this game on my GPU, so I really don't want to use those.
Is there any way to make UT believe that the refresh rate is bigger than it really is?
My Computer is a Dell 7559 laptop with Windows 10 Home
CPU: 6th Gen. Intel C i5-6300HQ Quad C 2.3 GHz (6M Cache, up to 3.2 GHz)
RAM: 8GB Single Channel DDR3L 1600MHz (8GBx1)
HDD: Seagate 5400rpm 64MB SATA ST1000LM014
GPU: NVIDIA GeForce GTX 960M 4GB GDDR5 (+ intergrated Intel HD Graphics 530)
Thank you!