Releases: FakeMichau/fakenvapi
v1.2.0
Changes:
- Fix for RTSS injecting markers when a game already supports Reflex
- Expose AntiLag 2 context to other mods (mainly OptiScaler), giving better experience with frame generation
- Fix a crash in RDR
Full Changelog: v1.1.1...v1.2.0
v1.1.1
Changes:
- Dynamic config file changes while the game is running
- Fixed type conversion
- Basic attempt at PCL calculations, not yet encouraged by the config file
- Debugging stuff
Full Changelog: v1.1.0...v1.1.1
v1.1.0
Changes:
- New Reflex ID–based mode for frame pacing for LatencyFlex. When supported (mostly Unreal Engine games) it offers good latency reduction with stable frame times (unlike the aggressive mode). In games where it is unsupported, it will fallback to the aggressive mode. Set
latencyflex_mode=2
to test this new mode. - Breaking change, replaced the
aggressive_latencyflex
ini config withlatencyflex_mode
. - Basic profiling features, it's the cause of the increase in the DLL size. Should make debugging easier in the future.
Full Changelog: v1.0.3...v1.1.0
v1.0.3
Changes:
- Experimental LatencyFlex setting that offers AntiLag 2–like latency at the cost of frame rate stability. Hidden behind the
aggressive_latencyflex
config setting - Fix to wrong timestamps causing freezes with LatencyFlex
Full Changelog: v1.0.2...v1.0.3
v1.0.2
Full Changelog: v1.0.0...v1.0.2
v1.0.0
Changes:
- FPS cap should be more stable when using AntiLag 2 with frame generation.
- RTSS should cause less issues, it's still advised to disable RTSS' reflex marker injection.
- Improve abusing latency markers in games that don't expose Reflex settings unless FG is enabled. Might require forcing Reflex in the config file
AntiLag 2 and LatencyFlex support (with FG)
This release adds LatencyFlex as well as FG support for both AL2 and LFX.
AntiLag 2 is automatically selected when available.
To use AL2 with FG you should be using DLSS Enabler and not a native FSR FG as Reflex is needed for the correct markers. LatencyFlex can be used with native FSR FG, might require forcing it using the ini file on AL2 supported systems.
Benefits of AL2:
- Good reduction in latency
- Overlay indicating that it's working
Downsides of AL2:
- Limited to AMD RDNA1+ cards and Windows
FPS limit unsupported with FG, it fallbacks to LatencyFlex to maintain functionalityuses AL2 + LFX to limit the fps in FG mode- Inaccurate overlay readings in non-Unreal Engine games. In those cases, more accurate values are given by FrameView and looking at PCL. Fail safe way of confirming the latency is using FLM
- Currently can only be built using MSVC and not mingw
Benefits of LatencyFlex:
- Crossplatform, crossvendor
- Open source
Downsides of LatencyFlex:
- Limited latency reduction compared to AL2
- Low fps just after launching a game that stabilizes over time
AntiLag 2 support
Support via Reflex markers and sleep command. Requires other mod to spoof an Nvidia GPU and load nvapi like OptiScaler with correct configuration or DLSS Enabler as nvapi64-proxy.dll.
A system supporting AntiLag 2 is required - Windows with latest AMD driver and RDNA1+ GPU.
RTSS can inject it to many games that don't support Reflex out of the box as well as use it as a frame limiter.
Frame Generation is currently not supported
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