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DLSS frame generation versions 310.1 and 310.2 only streaming native frame rate (1/2) from host #3621
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Further Testing: 566.36 captures generated frames with G-Sync + V-Sync and Frame Rate Limit in host machine set via NVCP. 572.16 captures generated frames only with same settings (G + V Sync on), but new driver lowers host and client frame rate to below max frame rate (116fps down to 80-110) with v-sync and g-sync on. |
I'm glad to see you got your account restored, and thanks for the additional info. |
I have the same issue, except my client and host are both 23H2 Windows PCs. Host is running a 5080, client is a 3080. EDIT: After some tweaking, it's resolved. I had vsync forced on globally in the nVidia app on the host, which was causing the issue. Setting it to Fast resolved it. |
@nebuchadnezza343 I can confirm that with latest drivers (572.16) and both 310.1.0 and 310.2.0 FG dll's my 4090 can no longer sustain solid 116 fps (120 - 4 capped by ULLM or Reflex). I could easily reproduce this on Jedi Survivor and Howarts Legacy when overriding FG profile to "Latest" on the new NVIDIA App (sadly on Howarts Legacy the new FG preset is already installed from the last game update), with avg. fps sitting between ~80 and ~105. Interestingly in Jedi Survivor when you alt-tab (whether in exclusive fullscreen or borderless) a solid 116 fps is recovered but once you start playing again for a few seconds/minutes or you pause the game the framerate starts going down again somewhere between ~105 and ~85 and stays there forever until you alt-tab again. The big issue here is not just lossing some frame smoothness but really the penalty on input latency, specially when fps go under ~96 (which accidentally is the exact framerate at which my LG C9 G-Sync compatible TV can show a tear-free image with V-Sync disabled!). Input latency on DLSS 3 FG + Reflex/ULLM is 30-40ms most of the time whereas DLSS 4 FG when this issue kicks in stays above 80ms and in some situations even well over 100ms! Also when this happens my Intel 13700K stays at ~40 watts on Jedi Survivor while on Howarts I can even see ~25 watts, meaning that the CPU is almost completely idle. I think this issue might be related to 40 series not supporting frame metering by hardware; NVIDIA might be doing some sort of software magic trick to achieve a similar result, although this seems buggy as of now... Looks like at some point something is out of sync and the whole metering system goes to hell. Sadly though no one seems to be complaining about this on the internet just yet. |
@mvillarg Thank you. This is exactly my thoughts put into nice writing. There are 2 issues now as far as I can tell:
I tried raising the issue as well in the German hardwareluxx.de forum but so far no useful response was given there. https://www.hardwareluxx.de/community/threads/572-16-v-sync-g-sync-problem.1363693/ I’ll write another but report to NVIDIA. @mvillarg what Windows version are you running? 2023H2 by any chance? Maybe 2024H2 fixes the Issue but I’m unable to update right now due needing Windows Mixed Reality which was removed after 2023H2. |
@nebuchadnezza343 I have encountered these exact issues on 24H2 also. Prior to that these were the symptoms I was experiencing with the WGC capture method after upgrading to the host to 24H2. This was well prior to the 572.x driver release. |
@nebuchadnezza343 thanks for mentioning 2023H2. It turns out I was totally convinced that I was on 24H2 already but I was not. So I manually updated to 24H2 and the problems I commented are now solved 💯 . I cannot comment on your specific issues with Sunshine as I'm not currently using it (I will again once the new XREAL ONE Pros go live next month). |
Is there an existing issue for this?
Is your issue described in the documentation?
Is your issue present in the latest beta/pre-release?
This issue is present in the latest pre-release
Describe the Bug
With Nvidia’s new DLSS frame generation versions 310.1 and 310.2 the incoming frame rate on the client is only the "real" frames and not the generated frames. Therefore the framerate boost from DLSS FG is not working when streaming using DLSS FG *.dll newer than 3.8.1.
When forcing DLSS FG version 3.8.1 using DLSS Swapper the expected behavior is restored and frame rate incoming matches the rendered frame rate of the game running.
Expected Behavior
Transmission of all frames displayed on the host’s display also on the clients display.
Additional Context
I’m using a very specific setup:
Host NVIDIA GeForce 4090 with Sunshine on windows 11 2023H2 using capture settings default. Host pc has a g-sync LG TV via HDMI connected and Ethernet.
Client is a M4 Mac mini using HDMI with VRR (!) and Ethernet. Before DLSS FG 310.1 the stream was working with VRR up to 120hz without tearing on the client Mac. Since 310.1 the client only shows incoming frame rate of ~1/2 of the actual game fps (comparison host/client or afterburner fps overlay vs incoming frame rate overlay from moonlight).
Probable cause:
NVIDIA changed two things as far as the press is reporting:
50 series gpus now have a flip metering done on the gpu using frame generation and they reduced the VRAM impact/performance impact of DLSS FG with the newest drivers/dlls.
Host Operating System
Windows
Operating System Version
2023H2
Architecture
amd64/x86_64
Sunshine commit or version
v2025.130.210222
Package
Windows - installer (recommended)
GPU Type
NVIDIA
GPU Model
NVIDIA RTX 4090
GPU Driver/Mesa Version
572.16 WHQL and DLSS FG 310.1/310.2
Capture Method
Desktop Duplication API (Windows)
Config
Apps
Relevant log output
not relevant?
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