Kind of confused ... VRR (now) working? #1051
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VRR is still not meaningful through streams You need to isolate the variable here: does updating the driver alone made things better, or have you upgraded both the driver and Apollo? Both could make a difference to the result, but they don't make any difference to my setup though, it's always smooth. Actually with 120hz you shouldn't be able to tell the difference between few unaligned frames from VRR, maybe it's the new frame pacing solved unaligned frame capturing issues? |
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I was pretty sure all I'd changed since the last time I tried was the driver, but I'll need to more carefully test one element at a time when I get a chance. I'm still on .4.6. I've always gotten smooth results when the game (without using any framegen) could match either my client device's refresh rate or could be capped at clean divisor of it, but I definitely (until now) felt the stutters when I had the client and stream at 120hz (or a fractional refresh like 118.8 or 119.88) and a game somewhere underneath it, whether it's around 80-90fps or even very close to the refresh rate, like 110-115. I could see it most when panning the "camera," though I felt it less during action. This definitely seems different (and better), whichever is the cause. I've never had good results with DLSS or FSR framegen over the stream, though. Sometimes it seems to look smoother in moments, and more jittery in others. LS on the host seems to do a good job and translate well to the stream, but the performance hit to the base framerate is significant enough (especially with the overhead from the stream) that I don't usually use it. And, of course, it shows more artifacts than DLSS or FSR framegen, but that's to be expected. |
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OK, this seems notable. Using my Macbook Pro as a client, on either the internal display or on an external display with VRR disabled, I don't see this improvement. Camera pans still show little jitters for a ~100fps scene on a 120Hz fixed display, with a 4K120Hz stream in H.265. It's far from unplayable, but they're there. On the same Macbook, if I enable VRR for the external display, I DO see this improvement. The camera pans look fluid, nearly as good as running natively on the host with VRR. I really don't understand what I'm seeing and believe that you know more than I do when you say VRR shouldn't be a factor ... but something's having an effect here. Note that so far I've only been testing any of these scenarios with the "double refresh rate" option enabled, H.265. I'll keep playing around. |
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Like a lot of people, I went down the rabbit hole of trying to get a good living room 4K120 streaming experience — eventually buying a UM760 mini-PC and putting Bazzite on it (with 4:2:0 output from the HDMI port in Linux, because the HDMI Forum can go f--- itself, but whatever).
And then I realized that if my games wouldn't get a consistent 4K120HZ after overhead for the streaming, it wouldn't help me much anyway. So I tooled around with VRR in Moonlight but found what others before me had — I could get my VRR/Freesync/GSync compatable-capable display to report varying framerates with VRR enabled in the OS (or in this case, Gamescope) settings, but the game still felt choppy. But the framerates didn't seem to quite sync up with those reported by software monitoring, and if I'm not mistaken, @ClassicOldSong, I've seen you say elsewhere it really can't work for Moonlight-style streaming.
I know some people have reported VRR working under Windows if they force the Vulkan renderer, but most of what I've seen suggests mixed-bag results there, too.
And then I tried again last night after updating my Nvidia drivers to the most recent versions (the ones that, incidentally, also now allow Smooth Motion on 4xxx) ... and things seem really smooth even as my framerates fluctuate between about 80 and 105 throughout gameplay. I've been playing Horizon Forbidden West, and doing my usual test for smooth streaming — I'll pan the camera around the character and look for any stutters or hiccups. Things just look ... good.
(Incidentally, turning on smooth motion for this game doesn't seem to do anything, but I'm not sure if it's that it's not doing anything on the host or that the generated frames aren't being captured in the stream. I haven't tried it locally. Using DLSS or FSR framegen in the game while streaming I get a mixed experience and I've generally left it off.)
@ClassicOldSong - Any idea why this suddenly seems to be working well? Do you know of anything in the newest Nvidia drivers that would change how the video is encoded or streamed via Apollo, that would allow for VRR? Or is this possibly not actually VRR I'm seeing, but a recent framepacing improvement on your part?
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