Since support for Windows 10 will end soon, I finally made the move to Windows 11.
Unfortunately, this brought some performance regressions in both beta and gamma, so I wanted to ask if anyone else here has had similar experiences.
I’d also like to ask more generally: what Windows and graphics driver settings (in my case, NVIDIA Control Panel) work best for achieving good performance in vvvv?
Here are the specific issues I’m facing:
SceneWindow stuttering
Under Windows 11, the SceneWindows are noticeably stuttering - both in gamma (v6.7) and in beta. The actual framerate of the patch stays as high and stable as it was on Windows 10 - it’s just the image that looks irregular and jerky. In other words, the visual output doesn’t match the high framerate. The stuttering isn’t constant, but rather happens in short, uneven bursts.
I can also hear that the GPU, which usually makes a smooth “purring” sound, now sounds more intermittent.
I double-checked: VSync is off in all SceneWindows (“Present Interval: Immediate”), and disabling VSync in the NVIDIA settings doesn’t help either.
In Windows, I have the “Ultimate Performance” power plan enabled, and “Game Mode” is on.
After installing Windows 11, both “Optimizations for windowed games” and “Hardware-accelerated GPU scheduling” were enabled - I turned both off (since on my system “Hardware-accelerated GPU scheduling” also had a negative effect under Windows 10). This made the output a bit smoother, but still not as good as before on Win 10.
Since I don’t really understand what these settings do in relation to vvvv and I’m just guessing, I’d really appreciate any clarification or insights.
Slightly lower framerate in beta
Another issue, which I can live with for now, is that some of my old but still needed beta patches now run with a slightly lower framerate under Win 11.
I’ve read that single-core performance can sometimes be worse on Win 11 compared to 10 - but if anyone knows more specific details about this, I’d love to hear them.
Optimizations for windowed games: this shouldn’t affect us, as we already use the new flip model to present a scene.
Hardware scheduling: not sure what it does exactly. Explanations are a bit vague.
We heard reports that kernel isolation / memory integrity had big perf impacts as well as hyper threading. Just to extend the matrix with a few more parameters to try ;)
Thanks a lot for your reply!
I went through all of your suggestions one by one, but unfortunately the stuttering remained.
So I ended up doing a downgrade and reinstalled Windows 10 - and everything is running smoothly again now.
Since Microsoft has extended the update support for another year, maybe things will improve by then ;)
However, I have a more general question about VSync:
You recommend keeping it enabled, but what if the patch can’t run at a stable 60 fps (like my monitor’s 60 Hz) and only reaches around 50 fps?
Should VSync still be on in that case?
In my tests I couldn’t clearly see a difference either way.
In which situations would turning VSync off actually cause visible issues?
turning VSync off oftenly results in tearing, i.e. part of the frame is the current frame and a part of it is still the old frame. this is most noticable when you content has lots of motion (where subsequent frames are differing noticably).
Got it, thanks!
Yes, I’ve actually seen that a few times myself, and now I understand why (I previously thought it was an issue with my monitor…).
Would you say that enabling VSync is still preferable, even when the patch occasionally drops below the display refresh rate (e.g. 50 fps on a 60 Hz screen)?
If your frame rates drops below refresh you might notice slight stutters, but it very much depends on what you are rendering as to whether it can be seen. If you can multiples of the refresh is best, so running at a steady 30 might be better if the stutters are a problem. Or if you screen can handle 50fps, change the refresh to that, you can do it in your display setting in the advanced section