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Custom Resolution Utility (CRU)
03-27-2022, 10:06 AM
Post: #6501
RE: Custom Resolution Utility (CRU)
(03-26-2022 10:49 PM)ToastyX Wrote:  
(03-26-2022 09:19 PM)Mr4ssault Wrote:  so if i run native 2560x1440 @180hz and display scaling in nvidia control panel its still gpu scaling?
The native resolution is not scaled. I was talking about the custom resolution. You created a GPU-scaled custom resolution with the NVIDIA control panel. You told it to scale 2360x1440 to 2560x1440 because you didn't change the active resolution, so the monitor sees 2560x1440, which is why it displays correctly. CRU created a resolution that's sent to the display, so the monitor sees 2360x1440, but apparently your monitor is not displaying that correctly.

So whit native i have the same input delay as i would have 2360x1440 via cru?
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03-27-2022, 02:29 PM
Post: #6502
RE: Custom Resolution Utility (CRU)
(03-27-2022 10:06 AM)Mr4ssault Wrote:  So whit native i have the same input delay as i would have 2360x1440 via cru?
You tell me. You're the one with the hardware. If you use display scaling, the lag at 2360x1440 would depend on the display. If you use GPU scaling, the lag at 2360x1440 should be the same as native, but you said that adds tons of lag. If that's the case, you should be able to easily tell if it's GPU scaling or not.
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03-27-2022, 02:29 PM
Post: #6503
RE: Custom Resolution Utility (CRU)
(03-27-2022 02:52 AM)filmgeek47 Wrote:  I understand the basic workings of CRU, but I’ve never been able to figure out how people actually deduce what timing info to put in on their respective monitor/refresh rate.

Currently trying to setup 23.976 playback at 4k for MADVR, but MadVR’s custom timing optimization isn’t appearing for me, so I’m stuck figuring it out manually. Could someone point me in the right direction?
You would need to somehow measure how much the actual refresh rate is off by and then create a custom resolution to compensate. This will calculate the totals and pixel clock needed to hit a certain refresh rate: https://www.monitortests.com/pixelclock.php
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03-27-2022, 04:28 PM
Post: #6504
RE: Custom Resolution Utility (CRU)
(03-27-2022 02:29 PM)ToastyX Wrote:  
(03-27-2022 02:52 AM)filmgeek47 Wrote:  I understand the basic workings of CRU, but I’ve never been able to figure out how people actually deduce what timing info to put in on their respective monitor/refresh rate.

Currently trying to setup 23.976 playback at 4k for MADVR, but MadVR’s custom timing optimization isn’t appearing for me, so I’m stuck figuring it out manually. Could someone point me in the right direction?
You would need to somehow measure how much the actual refresh rate is off by and then create a custom resolution to compensate. This will calculate the totals and pixel clock needed to hit a certain refresh rate: https://www.monitortests.com/pixelclock.php

MadVR will show me the deviation off the current clock. Can I use that to figure out the right timing? I’m also a bit confused by what I’m getting off the calculator. When I input 4k resolution at my frame rate, none of the pixel clock results are for 3840x2160.
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03-27-2022, 06:22 PM
Post: #6505
RE: Custom Resolution Utility (CRU)
(03-27-2022 04:28 PM)filmgeek47 Wrote:  MadVR will show me the deviation off the current clock. Can I use that to figure out the right timing? I’m also a bit confused by what I’m getting off the calculator. When I input 4k resolution at my frame rate, none of the pixel clock results are for 3840x2160.
The results show the required totals including blanking as shown in CRU.
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03-28-2022, 04:04 AM
Post: #6506
RE: Custom Resolution Utility (CRU)
(09-07-2012 09:06 PM)ToastyX Wrote:  Custom Resolution Utility (CRU) is an EDID editor that focuses on custom resolutions. CRU shows you how the monitor defines resolutions and other capabilities and gives you the power to change it. Add custom resolutions, remove unwanted resolutions, edit FreeSync ranges, and more. CRU creates software EDID overrides in the registry and does not modify the hardware.

Just signed up here to say THANK YOU SO MUCH! Your utility really saved me! Thanks again and God bless you for your work!
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03-29-2022, 05:59 AM (Last edited: 03-29-2022, 06:02 AM by spikespiegel)
Post: #6507
RE: Custom Resolution Utility (CRU)
I'm trying to get Detroit Become Human to work with the custom resolutions, but I still haven't had any success. Same thing goes to Final Fantasy VII remake intergrade. I can make it work with WRC9 rally game.


This is the result I'm getting, the in-game image does not occupy the entire screen, but it's funny because it's not like the resolution is changed, because when I move the game's cursor around, I'm able to move the cursor around the entire screen. It's like there's something else I need to do in order to get the game's internal resolution to fit, not just its window. Detroit Become Human uses Vulkan.
[Image: image.png]


I've tried to make this work with many custom resolutions, from 320x240p up until 2560x240p, the result is still the same. Inside NVIDIA panel the only scaling option that works for me with every single game is Full Screen. My video card is an nvidia and it doesn't have interlacing.

All the 240p custom resolutions are set with automatic CRT, Progressive Scan. The settings are working for all the emulators (including retroarch), except Yuzu that only accepts 320x240p, and they work for the for the majority of the PC Games.

My CRU settings are as follows:

[Image: image.png]

[Image: image.png]

[Image: image.png]
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03-29-2022, 11:45 AM (Last edited: 03-29-2022, 01:12 PM by daemonjax)
Post: #6508
RE: Custom Resolution Utility (CRU)
Just wanted to say thanks for this.

I actually started using it maybe in a weird way (due to the global gpu shortage) with my LCD panel @ 60hz:

I DOWNCLOCK my LCD panel to "virtually" overclock my GPU and CPU -- let me explain how this works...

1) I downclock my LCD panel from 60hz (actually 59.95hz) to 49hz (Actually 49.003hz. Any lower and I notice Windows text starts getting blurry -- otherwise I could've gone down to 48hz... which is actually 48.003hz for me, which still looked smooth enough, but again everything got a little bit blurry. At 47hz the Windows mouse cursor movement begins to get noticeably choppy in addition to increasingly blurred text).
2) Then I use RTSS to lock my framerate to 48.99 (to keep input lag low due to starving the vsync buffer -- this is a neat trick I and many others have been doing for many years but RTSS is best suited to doing this because it's so precise).
3) Enable VSYNC in game (I always enable vsync no matter what because I hate screen tearing).

Why go through all these steps? Why not just do step 2, just simply locking my framerate to 49hz and be done with it? Because 49hz is not a factor of 60, and so it'll be out of sync and look like shit (not smooth at all). The next factor of 60 is 30, but 30fps feels and looks like crap (I start noticing severe choppiness at anything less than 48 fps -- it seems weird to me that the cutoff is so abrupt, but whatever).

Doing it this way, I literally cannot tell the difference between 60 and 49 fps* because it's in sync with my LCD'd refresh rate. 49!!! That sounds crazy, right?! But it's true.

* Only tested so far in games with decent motion blur (like unreal engine 4+ games) -- perhaps a reshade shader can provide a decent enough motion blur in games that don't have one. If not, I can write one.

This gives a "virtual" overclock boost of (1.0 - 49/60) 18.33% on BOTH my CPU and GPU at the cost of increased latency ((1/49 - 1/60) * 1000) 3.7415ms. This is a MULTIPLICATIVE boost with normal cpu and gpu overclocking. Well worth it IMO. Do you really think you'll notice an additional 3.75ms of input lag? I don't. Additionally, as a knock-on effect, this will actually produce smoother gameplay by reducing micro stutters and even larger stutters from texture loading/streaming and similar stuff.

I'm curious to know if other people have different subjective cut-off points for what begins to look/feel choppy. I suspect not because all humans are virtually identical biologically (we're all susceptible to the same optical illusions right? That tells me that we're all using the same optical optimizations/hacks/shortcuts to experience motion from a series of still frames), but maybe... Who knows?
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03-30-2022, 11:23 PM
Post: #6509
RE: Custom Resolution Utility (CRU)
(03-29-2022 05:59 AM)spikespiegel Wrote:  I'm trying to get Detroit Become Human to work with the custom resolutions,

That issue doesn't really have anything to do with CRU.

You can try forcing 320x240 internal resolution with Special K, then it would be fullscreen
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04-02-2022, 01:53 PM
Post: #6510
RE: Custom Resolution Utility (CRU)
Hello, one thing I do not understand, what exactly is back porch, and why is the value different on my monitor?

When I reset my monitor I get the values back porch 3 lines, but native PC changes this value to 54 lines, all other values are the same.

I actually mostly just change the refresh rate to a smooth 60, you can argue about that now, but that has nothing to do with back porch.

The problem I have, whenever I change some things, I feel like I get headaches and migraines quickly, because I'm very prone to them, even if I don't feel like the monitor is different because of my settings.
I attach my settings, maybe someone has time and desire to look over whether I do something wrong.


Attached File(s) Thumbnail(s)
       

.bin  default.bin (Size: 256 bytes / Downloads: 379)
.bin  Backup.bin (Size: 256 bytes / Downloads: 339)
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