Dxvk: Strobing effect possible?

Created on 8 Dec 2020  路  8Comments  路  Source: doitsujin/dxvk

Good day. Some drivers on Windowz and some monitors have strobing effect where black frames of paused pixels for a few ms, are inserted between normal frame for less ghosting. Is this possible with DXVK?

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No. Also, I'd like to see an example of such a windows driver because I'm fairly certain that this is bullshit.

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what

hey can you make custom vulkan for star citizen ? using both dxgi and d3d11 ?

No. Also, I'd like to see an example of such a windows driver because I'm fairly certain that this is bullshit.

No. Also, I'd like to see an example of such a windows driver because I'm fairly certain that this is bullshit.

What? VR and some applications have it. I have one that is no my code to upload, that we lock at 72fps/144hz and instead of an interval of repeating the same frame twice, we send one original and one black frame.

Well, I'm sorry, but the way you phrased the initial request didn't specify the scenario. "Windows drivers" is very different from "VR app running at half the native frame rate".

Anyway, still not going to happen because DXVK isn't responsible for doing presentation in VR apps. Unless that's still not what you mean.

And gaming monitors usually do this for regular games by strobing the backlight, not by halving your refresh rate and showing a black image every other frame.

Sorry i did phrase it wrong - twice. Our code is not VR and i don't ask to support our code. I just thought that many people have 144hz monitors and from those only a small percentage of games are played to 100fps+, mostly Shooters. The rest of the games use high quality settings and 50-70fps. So instead of the Adaptive Sync slow the monitor at 50-70hz we can play at 100-140hz range with one normal frame and one black, without loosing millisecond. This may reduce ghosting when backlight strobing is not available, the actual majority. If doesn't work, sorry for taking your time.

If it's your code then why not support this at the app level? Why do you need the D3D11 implementation to support this and how do you achieve this exact effect on Windows?

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