Solving the FPS drop of the broadcast #295
Replies: 7 comments 22 replies
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There's a frame pacing option named "WarpDrive/Warp2" in Artemis, can you enable them and disable frame limit/vsync in your game and try again? Or you can also limit framerate with RTSS. |
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OK, I accepted it. But one way or another, this method of switching to 120 FPS can help someone with similar problems (a few years ago, people had similar reports on the github forum and this solution method). |
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There is another observation that when setting 60 fps in Moonlight, a short-term drop in FPS by 5-10 units (from 60 to 55-50) occurs only when starting the game via a virtual monitor (virtual desktop). When I don't run the virtual monitor, but just duplicate the monitor screen on the TV, there are no strong frame drops. So setting 120 FPS saves and is only needed when using a virtual monitor. And also the PC latency when using a virtual monitor is almost 2 times higher (50 ms versus 25). So, I still think it's the host or the software (not the TV box decoder). |
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I will try this when I get home, and see if 120hz in artemis, 60hz on tablet, and 60hz in NVCP makes a difference. If it does, would the fix be something like programming moonlight to request double the monitor refresh rate right out of the gate, regardless of settings? I ask because this would essentially lock VDD to 60hz for me, and remove 120hz, 144hz options entirely. |
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I checked the work with another client (Xiaomi mobile android phone), and the results are identical. Short-term, rare, small FPS drops and increased PC latency (Nvidia monitoring tool) when using a virtual monitor in 60 FPS mode. Setting Moonlight to 120 FPS improves the situation, but the best solution is to simply broadcast the image from the monitor to the TV without using a virtual monitor and there is no need to enable the 120 FPS option. No significant drop in FPS and 2 times better delay time. The latest versions of Artemis/Apollo were used for testing. |
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So the most recent update to Apollo (with a fps limit in advanced options) seems to improve on the stability, but not in all cases. For low demand games like top-down 2d adventure, it is pretty much a locked 120fps. Higher demand games like system shock or final fantasy 7 rebirth seem to still cause pretty hard drops. |
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Holy cow I think that did it. Selecting 2x refresh rate in the new alpha 5, I ran through system shock at a nearly completely locked 144fps. I also installed it on my main pc and final fantasy 7 also seemed locked in. I'll run more testing tonight to see if it holds up over extended plays, but so far this seems to have solved it. Excellent work! |
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Hi, ClassicOldSong! Apollo and Artemis are excellent applications, thanks for your work.
Like many other users, I have a problem with the periodic drop in incoming frames per second from the network, while the connection itself is excellent, with a delay of 1 ms and no percentage of lost frames. Host PC is also powerful. After reading the forums for a long time and my own experience, I found out that if you set the frame rate to 120 frames per second for a 60 Hz TV in the Artemis (Moonlight) application, the periodic FPS drops coming to the client completely stop. If a 60 Hz TV is set to 60 frames per second, then there will be periodic FPS drops during the broadcast. So it seems that the 120 frames per second parameter users resources more efficiently. Other people from the Sunshine/Moonlight branch have also described similar behavior. I hope my information will help you improve your product and help other people with similar problems.
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