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User talk:Vlad 54rus

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(Serious Sam 2 Vsync) Do not edit the article if you do not know about the topic

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Diegoelcapo1231 (talkcontribs)

I kindly ask you not to edit the article , since you are misinforming about how vsync works in Serious Sam 2.

Here I leave you a test video so you can see that it works.and that vsync does not reduce performance as you claim

https://www.youtube.com/watch?v=crZKCG9s_hY

Vlad 54rus (talkcontribs)

The problem is that it doesn't actually syncs anything and tearing is still there, this is easily verifiable with RivaTuner by enabling the FCAT overlay (Enable frame color indicator > 2 bars). SpecialK overlay also says that there isn't any Vsync within the D3D9 SwapChain. https://i.imgur.com/9Y40rhm.png

Eddman (talkcontribs)

Vlad, are you testing the Steam release?

Vlad 54rus (talkcontribs)

Yes

Eddman (talkcontribs)

Does a wrapper like dgvoodoo2 or dxvk help?

Macgovern (talkcontribs)

At this point, I feel Diegoelcapo1231 should state what version of Serious Sam 2 he's using for testing.

Eddman (talkcontribs)

From the video, it's Steam 2.091.

Kainxviii (talkcontribs)

Dunno, switching to OpenGL definitely helped me with performance issues.

Vlad 54rus (talkcontribs)

I guess i've figured it out. Vsync only works only after a restart, so toggling it ingame doesn't have immediate effect. Using IndirectSound helps to get 60 fps at 60 Hz, but going higher (240 Hz in my case) still shows some performance loss (up to 50%). So anyway it's busted, better force Vsync from the GPU driver or other tools.

Vlad 54rus (talkcontribs)

Also, the page lists DirectSound 3D restoration software as a whole, but using DSOAL (which i always use for EAX enabled games) doesn't give any improvement, unlike IndirectSound.

Diegoelcapo1231 (talkcontribs)

Just out of curiosity, where is the option in the game to use the OpenGL API because I can't find it in the steam version

Vlad 54rus (talkcontribs)

It's a config/console variable: gfx_iAPI = 1 for OpenGL gfx_iAPI = 2 for D3D9.

Vlad 54rus (talkcontribs)

Investigated further - this doesn't have anything to do with 3D audio capability, but with system timer resolution, which IndirectSound raises to 1 ms (the default is 15.625 ms) within the game' process. The game applies some additional logic when enabling Vsync (like calling a Sleep() or some other function which delays code execution). Using Special K and ticking Sleepless Render Thread option removes all such delays.

Diegoelcapo1231 (talkcontribs)

I just tried it and your solution works perfectly. It's a shame that there isn't a more automatic solution than copying and pasting a file.

Diegoelcapo1231 (talkcontribs)
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