u/Sad-Victory-8319

I made dynamic MFG work flawlessly in Cyberpunk with vsync+gsync+Reflex cap, this is how I did it
▲ 46 r/nvidia

I made dynamic MFG work flawlessly in Cyberpunk with vsync+gsync+Reflex cap, this is how I did it

I finally figured out how to make dynamic FG multiplier switching behave exactly how i want in Cyberpunk. I have ryzen 7600X+5070Ti, latest 596.02 driver and latest cyberpunk version. In nvidia control center i have gsync enabled, vsync set to on (off in cyberpunk) and max frame rate is set to 158 fps because i have a 165Hz 1440p monitor. Cyberpunk is set to max details and path tracing, DLSS Quality.

First thing i did was to replace all DLSS libraries in DLSS Swapper for the 310.6 version. I didnt install the Streamline libraries even though a lot of people say they are mandatory (maybe in other games they are but not in CP). Then I installed the latest nvidia inspector revamped and set it like this for cyberpunk

nvidia inspector MFG settings in cyberpunk

My goal is to prioritize base fps, i never want to hit my 158 fps Reflex cap and start dropping gpu utilization and base fps. In other words i want to use the highest FG multiplier that still keeps total fps below 158. I didnt limit how high the multiplier can go for testing purposes, I wanted to see if it can really go from 1x to 6x and back automatically, obviously i dont want to use 5x or 6x multiplier on a 165Hz monitor, 4x is the highest i would ever go.

The main trick is to properly set your Dynamic target fps. If i set it to 140 or higher, the multiplier refuses to go back down, it can go from 4x to 5x to 6x, but when it is time to go back down to 4x again, it just stays stuck at 6x at my 158 fps cap with 70-80% gpu utilization. You need to set the target low enough so that there is 30 fps gap from your monitor's refresh rate (it is possible it should be percentage based instead of just flat 30, so maybe on 240Hz monitors the gap has to be closer to 40-45 fps, not sure).

I noticed that the multiplier drops whenever my fps gets to the 150-155 range, and the multiplier increases when i drop to 115-120 range, which is basically exactly what i want. Some people might prefer to actually keep their fps at the fps cap and gpu utilization around 85-90%, which is typically dont to minimize stutters and improve 1% lows. This however doesnt work with dynamic MFG, once you allow your fps to get too high, the multiplier just refuses to go back down. So you need to stay below you Reflex fps cap in order for dynamic FG to work (Reflex cap = Hz - (Hz * Hz / 4096).

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u/Sad-Victory-8319 — 9 hours ago
▲ 20 r/nvidia

Dropping gpu utilization and fps when using MFG in Crimson Desert

Somehow in Crimson Desert my 5070Ti produces less total fps than it could with MFG enabled. Typically if I enable 4x MFG in a game, I usually get slightly over 3x the fps, so if I have 50fps without MFG, then with 4x MFG I see roughly ~155 fps total and gpu utilization is at 99%. But in Crimson desert for some reason i only get ~135 fps with 4x MFG and the gpu utilization shows 85-90%. Something is limiting the total fps I should get.

I dont use any frame capping or vsync at the moment (and if i would it would be 158 fps on my 165Hz monitor), I use the latest 310.6 DLSS libraries (but it happens with the original 310.5.2 as well), and when I check youtube videos of other people trying Crimson Desert on their 5070Ti with FG active, they have 99% gpu utilization and proper amount of total fps. This is driving me crazy, i am having 10-15% less fps than i should and the gpu isnt working as hard as it should.

I have 5070Ti with latest drivers, ryzen 7600X, 64GB DDR5 and gen4 nvme. Do you have an idea what could be causing this?

EDIT: OK thanks to help from SH4DY_XVII i actually found a fix, i wasnt crazy, it wasnt normal, it wasnt my PC's fault, it is actually an ingame bug, the solution is to delete the xml file with ingame settings from C:\Users\USERNAME\AppData\Local\Pearl Abyss\CD\save and then reapply your settings on the title screen, and bam suddenly the gpu is 99% utilized and I got a nice 10-15 fps boost. Hopefuly this bug gets fixed soon

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u/Sad-Victory-8319 — 1 day ago
▲ 38 r/nvidia

Dynamic MFG - how to prioritize base fps?

I have 5070Ti and a 165Hz monitor. I have been trying to setup dynamic MFG in a way where increasing the multiplier never drops base fps (or in other words i never want my total fps to go over 158 which is the cap that Reflex sets). But i cant seem to set it up this way, very often i see my gpu utilization drop to 80-90% because the multiplier is higher than it needs to be. I would rather have 150 fps with 4x FG than 158 fps with 5x FG where due to the Reflex cap my base fps drops from 37 to 31, that is not acceptable to me, I always want max base fps and 99-100% gpu utilization.

Is there a way to make it behave like this? Changing the fps target just seems to setup a new fps cap, it seems like we have no control over how the dynamic FG behaves and that it sets the multiplier needlesly too high just to get to the target fps with zero care for base fps.

Currently i am testing this in Crimson Desert, i have to use nvidia inspector revamped because nvidia app doesnt offer dynamic FG for this game. Nvidia app has a setting for maximum multiplier, for example "Up to 5x" which i would like to use, but i dont see it anywhere in inspector, how do i stop it from using 6x FG and only use 5x FG as max multiplier?

reddit.com
u/Sad-Victory-8319 — 3 days ago