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Due to an optimization in the most recent Windows release, people running games in multi-monitors may see inaccurate reports of Display FPS if the game's FPS is higher than monitor's FPS. For example, the following occurs when gaming on a 60hz monitor:
Latency will correspondingly suffer some inaccuracies, since it is tied to MSUntilDisplay. In practice, PresentMon's way of tracking windows in multi-mon config will need an update to be more aware of individual monitors, in order to have good accuracy guarantees compared to other modes.
This is more likely to occur if monitors have mismatched FPS. Present FPS is not impacted.
(Insiders not running on Win11 may see some of this as well).
The text was updated successfully, but these errors were encountered:
Not sure what you are about, but PresentMon can't track the monitor refresh rate. This can be done by blank counters via NvAPI for example. Check function "NVAPI.NvAPI_GetVBlankCounter" from here:
How to get the information ,such as
QQlive.exe(23451):
0000234815233[D3D9]: SyncTnterval = -1 Flags = 0 8.33ms/frame(120.0fps ,65.0fps displayed)
How to get the 120fps,65.0fps displayed
Due to an optimization in the most recent Windows release, people running games in multi-monitors may see inaccurate reports of Display FPS if the game's FPS is higher than monitor's FPS. For example, the following occurs when gaming on a 60hz monitor:
Latency will correspondingly suffer some inaccuracies, since it is tied to MSUntilDisplay. In practice, PresentMon's way of tracking windows in multi-mon config will need an update to be more aware of individual monitors, in order to have good accuracy guarantees compared to other modes.
This is more likely to occur if monitors have mismatched FPS. Present FPS is not impacted.
(Insiders not running on Win11 may see some of this as well).
The text was updated successfully, but these errors were encountered: