If its working with VRR/Gsync/Freesync, why would you need to lock it with a framerate limiter?
because then it becomes erratic, VRR works but screen gets mad and jumps between weird refresh rates. so to make it work, you have to use a specific framerate cap that makes sure gpu is below %90 usage. surely it can be fixed, if it can be fixed by a simpler frame capper
it works in the way that my base framerate is 55 60 and it interpolates to 90 (and it really looks like how I usually perceive 90 FPS on my screen, better motion clarity especially)
but yes, without framelimiter, it is problematic. but if you know your average framerate performance, you can easily find a pinpoint framerate number that makes it work excellent
the problems arise when the gpu is maxed out at %100. I'm sure they will solve these quirks out eventually. I think it doesn't need Vsync in that sense. it just needs a frame cap. Vsync, in a way, also acts as a framecap (1/2 or 1/1 vsync caps I mean). so instead of Vsync, you can, on your VRR screen, decide your own cap and use that way
because regardless of what you do; his tech seems unusable/unstuable/unpleasant at variable framerates with VRR or without VRR. you really have
to reach to a Vsync target (whether full vsync or half vsync). with VRR, you can specifically target a random framerate target and make FSR3 target that framerate this way).
in other words
- say you get GPU bound 45-50 FPS
- you must framecap it to 75 (below 90-100 FPS)
as FSR3 tries to double the framerates, it also takes a bit of GPU's native power. so your native 45-50 FPS becomes , maybe, 40-45 FPS.
Now with 40-45 FPS, you're still at %99 processing load. By capping to 75 with Rivatuner, the FSR3 interpolates from 37 FPS to 75 FPS. And by having native 37 FPS, the base processing load gets reduced. As a result, you get the best optimal 75 FPS possible with minimal input lag increase (as you don't incur Vsync latency, the raw 37 FPS latency will be playable in most titles with a GAMEPAD)