Hi, first time user here, i am glad to see the UI for dx12 apps being developed, also tested it and works on hzd, my only request is
Texture injection tools that the dx11 version of special-k had as more and more games are switching to dx12, texture injection is getting impossible and lack of mod tools don’t help either.
Yeah… D3D12 texture modification is going to be rough. It’s very complicated just uploading textures in the first place, but then I’d be expected to do it with the same sort of performance as in D3D11. It’s a huge challenge – I may be able to pull it off, but it’s among the more impractical features I think :-\
I’ll probably explore HUD shader mods first and get a feel for that, see what kind of performance overhead render state tracking in D3D12 has and how difficult it will be to make this all work in heavily multi-threaded D3D12 engines.
I don’t think NvAPI supports G-Sync status in D3D12 :-\
I forgot just how blurry G-Sync is, lol. I’d rather have 50 FPS Black Frame Insertion and actually be able to see details on objects in motion than use G-Sync to try and hit 100ish FPS. Back off G-Sync goes
50 FPS because my GPU/CPU combo doesn’t like any of the AAA Ubisoft games That’s the best I can do at 4K Ultra settings. Solid 50 FPS, so rather than going for an unstable but higher framerate using G-Sync and getting a blurry image, 50 Hz BFI is perfectly fine. In fact, it flickers the most of all the available refresh rates, so it’s quite clear. G-Sync on the other hand, is like a bunch of still images smeared across the screen at the framerates those games sustain and it’s supposed to resemble motion, reminds me of stop-motion animation
Just turn off G-Sync in the NVCPL, lol. As soon as you do that, Black Frame Insertion becomes an option.
Which I don’t know much of anything about but what little I can pick up it sounds quite useful.
EDIT: And if I get it right it might be even more useful in the future so instead of 60/120 you’d be capable of 120 Hz BFI at 240 Hz but those displays are kinda really new so probably something for late 2020 to early 2021 and then going by current issues hopefully whenever the firmware stabilizes but that will also hopefully improve with future hardware.
EDIT: Also sounds like future hardware will do wonders on motion blur and such but it’s going to be a while before that’s in the consumer segment.
Well Blur Busters has pretty good coverage for a wide range of display topics and tech, sounds promising even if some of it’s a ways off from general availability and affordable pricing after that.
EDIT: I am curious too but entirely out of it in terms of tech know-how if a future G-Sync scalar module with support for these newer advancements since the second version could potentially bring support for a combined functionality and you effectively get the best of both features and more though at what would be a price premium.
The first scalar module for NVIDIA G-Sync I think was a 200$ device and the second one at 500$ though it had a fair bit of hardware on it from memory but it’s also a bit old now unless there’s a newer revision I am unaware of.
G-Sync requires full persistence. The image is held at constant brightness until a new one is scanned-out.
Consider for a second why G-Sync and Black Frame Insertion are impossible to combine. If the time at which the signal begins scanning a new frame is unknown, there is no way to determine how long the blanking between frames is supposed to be. Similarly, you cannot implement a rolling-scan if half-way through your roll a new image arrives.
Nothing about displaying a stationary image for a very long (100% refresh interval in the case of G-Sync) time produces blur free motion.