PresentationInterval (more accurately any non-zero value) is effectively a no-operation until you turn off “Drop Late Frames”.
If you are trying to accomplish 1/2 refresh V-Sync, you need to enable buffer sequencing. SK’s default setup disables sequencing and always displays the newest frame.
I don’t think Max Device Latency 0 does anything meaningful. There’s a minimum value of 1, the only reason the UI lets you select 0 is because -1 is reserved for application-default.
I should probably fix that
If you right-click the Waitable SwapChain button, there are a few super secret values you can tune that control latency bias
Setting both to 1.0 will aggressively reduce the render queue depth, 0.5 is a good compromise between stutter reduction and latency. These values aren’t saved, and will probably be a slider of some sort if they stick around.
I haven’t documented that stuff yet, it’ll be explained in more detail when I do LDAT-based testing later this month.
For D3D12 games that support scRGB natively (AC Valhalla and Cyberpunk 2077 basically), here is a test version that supports HDR capture and HDR → LDR tonemapping for Steam.
What frame limiter settings would be best for a 30 fps lock in Cyberpunk? Also this is for a use case where the screen’s refresh rate is set to 30 hz as well.
I got near flawless results by taking screenshots with GFE overlay, then making 2-3 adjustments in Photoshop which I turned into a macro. The results look almost the same as what I saw with HDR, just without all the brightness.
No, it is not working correctly at the moment. The tonemap is broken for HDR10 games. If you use scRGB, it may work… It’s still a Work in Progress for D3D12.
That said, WTF? You claim GFE took a correct screenshot?
That’s what happens when I attempt a screenshot using GFE.
You should just use SK’s HDR screenshot (.jxr), then tonemap that using your preferred tool (WCG + HDR Image viewer is popular). When SK’s tonemapping works correctly, it produces roughly the same results, though with emphasis on preserving luminance detail rather than color.
No I’m not saying GFE has correct results, but I can take those messed up pics, adjust couple values in PS and I get a good output. This was made from a GFE pic
I probably missed something but HDR screenshots are supported in dx12 correct? With Cyberpunk 2077 I get a solid black jxr. But works fine with windows game bar. But I would prefer to avoid using that if I could.
I have a resolution of 5120x1440. not sure if that would be an issue.
For me it works when you first take screenshot in main menu but I found out using my controller to take screenshot actually proves to be working. But yeah sometimes it does black images and sometimes it comes out right.
Vulkan would have to support HDR first Developers stuck with Vulkan always resort to either not support HDR in their game, or using D3D11 to Frankenstein HDR into that API.