If it doesn't, you can start reintroducing background tasks and try to determine the culprit. Run as clean as possible and see if the problem persists.
#Mtasa robot drivers#
But AMD and Nvidia have been tuning drivers for years and usually, the drivers aren't the root cause.Īnother option is to close any unnecessary background tasks-that includes your browser, Discord, FrameView, and any other utilities. Updating to the latest graphics drivers might help (or in some cases, you might try rolling back to older drivers), though this is often on a game-by-game basis. If you don't want to lower settings, disable vsync, or buy a G-Sync or FreeSync display, there are still ways to try to reduce micro stutter. There may be variations in frame rate, but running at anywhere from 40 to 80 fps without tearing or stutters is far less noticeable than discrete jumps between 60 and 30 fps. When a frame is finished by the GPU, rather than waiting for the next screen refresh to come along, the GPU sends out the new frame and sends a signal to the monitor saying, basically, "refresh now." The best such displays have a wide range of refresh rates, from 40 to 144Hz, which virtually eliminates micro stuttering.
Nvidia's G-Sync and AMD's FreeSync technologies approach things in a similar fashion. Nvidia and AMD recognize the problem with micro stutter, and the solution is to have hardware that can sync the screen refresh rate to the game's output rather than the other way around. So here's the easy fix for micro stutter: a variable refresh monitor. The more expensive solution is to throw hardware at the problem. You can try lowering your quality settings, in the hope of seeing less frequent dropped frames and stutter, but even that doesn't always work.
#Mtasa robot code#
There's not much you can do with games that include a frame rate cap, especially if that cap is linked to physics, AI, network code, or other elements-that's generally not the 'right' way to code a game engine, but that's a different topic. If there's a lot of movement and action, you get a clear line across your display, and if the game is running at 60fps on a 60Hz display the tearing can remain in roughly the same location on your display for a long time. The problem now is that this can lead to tearing-where the next frame arrives in the middle of a screen update. Now when a frame is ready from the engine, it will show up on your display. One way of combating micro stutter is to disable vsync, but that has its own drawbacks. Neither of those is desirable, especially on a fast PC. Oops, there's some stutter.ĭepending on the game, this can be a frequent occurrence, and some people end up preferring a constant 30fps rather than aiming for 60fps and getting micro stutter. However, if there's a slight hiccup in the engine-a new texture needs to be loaded, or a new model, or maybe just some other background task-you can end up with a frame arriving 0.001 seconds too late. If an engine puts in a hard 60fps cap, it tries to have a new frame ready for each 60Hz screen refresh, and often other parts of the engine 'slow down' so that the frames don't finish too early, physics and netcode don't get messed up, etc.
That's a reason to prefer much higher frame rate caps.
Micro stutter occurs when the frame rate fluctuates just enough that you might average 60fps, but some frames come a bit early and others come a bit late. If it's not, the display shows the same frame as the previous update, giving you 30fps, and if a new frame is ready you get 60fps. With a 60Hz monitor, the screen updates every 1/60 of a second, and either a new frame is available in time or it's not.
#Mtasa robot driver#
Back in 2013, AMD discovered some driver optimizations that could help reduce microstutter.