Don’t misunderstand me. I’ve already tested and have been testing many different scenarios up to this point from when I started using adaptve-strobe-koko some weeks ago. So a lot of what I’m saying comes from what I’ve already observed and have moved on from. Not everything has been documented which is why I would leave a bit of doubt concerning anything I have said pending further retesting, verification and confirmation. So it’s not necessarily Sync To Exact Content that is causing the random flicker, how do I know? Because I tested it both with and without Sync To Content Refresh Rate and I’m certain that both options exhibited the same anomaly from time ti time. One may or may not have been worse but that would need further testing to verify, however just once is too much so that is unnecessary.
When I’m testing I might initially rough test many different variables and scenarios at lightning speed, observe then retest anything suspicious more thourougly.
There is no non-stop flicker with any option on my side though, only ocassionally. I’m not sure if you were talking about your case.
Me not being willing to sacrifice or give up Sync To Content Refresh Rate doesn’t mean I’m not willing to disable it temporarily in order to test something or get something to work.
Memory can be unreliable though, sometimes short term or long term so at some point I will be revisiting and retesting adaptive-strobe-koko even with “Only Apply To Moving Areas” on or off on the various games and systems I play. It’s very possible that with some settings combinations, or some games or some cores there wasn’t any occasional bright screen flicker.
At that round of testing, I was merely trying to get some sort of subframe BFI solution to work. Now that that’s over and I’ve settled on my RetroArch settings and on adaptive-strobe-koko, another round of testing begins.
The only constant flicker I noticed would be when in the RetroArch menu when the “Only Apply To Moving Areas is Off” and emulation is paused.
As far as when I noticed the occasional flicker, I think it was after I started trying to append the shader rather than prepending it, which is what I ws doing initially. It may be possible that some flicker was noticed with the prepended version subsequently but I can’t say for sure so that might have to be retested, however since I’m not returning to the prepended version, so that might only be for academic purposes.
What is true so far for me is that the “Only Apply To Moving Areas” option has been pretty stable for me, so I’ve implemented it as the baseline behaviour on all of my new presets which use adaptive-strobe-koko. Over time I will revisit testing with the option off to see if there might be any scenarios, where I don’t get the occasional bright screen flicker on my hardware setup. That doesn’t necessarily mean I’ll be leaving it disbled in my presets though since I don’t like the flickering when in the Menu. Time will tell though.
Other observations so far are a corresponding dip in framerate (confirmed by my RTSS framerate graph) when the flicker occurs. I’ve already mentioned and discussed this with @kokoko3k.
Not yet, which version/platform/region?
During my initial experimenting to get things setup correctly, I would have observed some animation anomolies with the option set to 1 but that was probably before things were setup correctly and I don’t notice any anomolies or artificats currently. So it’s now my “daily driver” settings, however, it’s still early days still. I have been spending some time optimizing my shader chain as well as trying to get support added for additional mask layouts e.t.c.
I have some other ideas in mind but I’m now ready to test my current shader stack some more, including the performance of adaprive-strobe-koko, (of course when time permits me).
Better to keep it and make it clearer it may be broken.









