ACC Visual Lag

Has anyone found out how to eliminate the Visual lag in ACC?
i'm having some annoying visual lag even turning graphics down and even on 115fps.
In nvidia control panel set pre rendered frames to 1 ( the minimum it allowes you), also V sync is off both in game and nvidia control panel.

This problem is particularly bad, cause since you drive reacting to visuals, you find out all the time driving reacting to a delayed image, wich makes you drive delayed. and disconected.
 
  • Deleted member 197115

Has anyone found out how to eliminate the Visual lag in ACC?
i'm having some annoying visual lag even turning graphics down and even on 115fps.
In nvidia control panel set pre rendered frames to 1 ( the minimum it allowes you), also V sync is off both in game and nvidia control panel.

This problem is particularly bad, cause since you drive reacting to visuals, you find out all the time driving reacting to a delayed image, wich makes you drive delayed. and disconected.
https://www.reddit.com/r/StreetFigh...real_engine_4_is_getting_an_input_lag_fix_we/
Not sure if the version EA R1 is running has the fix.
 
  • Deleted member 197115

And one more enlightening post from UE4 engineer
https://news.ycombinator.com/item?id=15548928
That's not exactly actually (UE VR dev here). When you render a game at 90hz (or 60 or really anything), that means your total throughput needs to be 90hz, NOT that the frame needs to render in 11ms.

Since you're dealing with multithreaded CPUs + an asynchronous GPU, you can parallelize and sequentialize all this. How UE works in its DX11 and OpenGL renderers, on a 90hz game, is that you're gonna have the Game Thread (Physics/Gameplay) running for frame N, while the Render Thread (GPU commands / math ) runs for frame N-1, while the GPU executes frame N-2. This allows you a complete frame time of 33ms on a throughput of 90hz, at the cost of more latency.
 
There is definitely a bit of visual lag in there (even with frame tweaks, g-sync/no vsync, etc). It's not terrible, but it is noticeable. It's very much like AC was by default before forcing the pre-rendered frames down in the nv panel.

Thankfully the ffb is good enough and seems to be not lagging like the visuals enough to counter when things go sideways, but it would be nice to see any possible frame lag in the graphics engine reduced asap.
 

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