100fps cap?

I’m running an RTX2080Ti and an i9-9900k with 32gb RAM. I can’t get the FPS above 100fps. It seems like a hard cap? My monitor is an ACER predator running at 144Hz. I’ve tried everything I can think of, any ideas forum?
 
There is a setting I think you can tell it in the options menu. Or at least I think I saw one years ago - if it's still there may be worth checking out.
 
Some games have frame rate limits because game physics or other engine features may work relatively to the frame rate. FFXIV and Destiny 2 are examples of games that have bugs/exploits if played at too high frame rates.

That said, I have no idea if this is the case for ED.
 
You can set an FPS cap in the graphics options, but if this is disabled, there is no cap.

I regularly see over 200fps away from objects in open space, 300+ in the system map, and much higher spikes in during the black screens during some transitions.

Don't have any power saving options set in your graphics drivers, do you?
 
You can set a frame limit within the game options, check what it says. Also take a look at Nvdia control panel. Do you use any third party apps such as RTSS or EDProfiler? These can also set frame limits. If they all seem ok then I'd change resolution and see if problem persists.
 
Can the human eye even tell the difference? I mean, I read somewhere that even fighter pilots with perfect vision are limited to around 120. Past that we'd need cyber eyes. I can tell the difference between 30 and 60 but...

Maybe I got wrong info. I don't know.
 
You can set an FPS cap in the graphics options, but if this is disabled, there is no cap.

I regularly see over 200fps away from objects in open space, 300+ in the system map, and much higher spikes in during the black screens during some transitions.

Don't have any power saving options set in your graphics drivers, do you?

Same although I haven't checked it lately.
 
Can the human eye even tell the difference? I mean, I read somewhere that even fighter pilots with perfect vision are limited to around 120. Past that we'd need cyber eyes. I can tell the difference between 30 and 60 but...

Maybe I got wrong info. I don't know.

It makes a difference in the generating sites on the planet/moon surfaces. Why it's tied to frame rate appears complex, but having the frame rate capped appears to slow down the body rendering and the surface sites can't resolve until the body is fully rendered. So while it makes no difference to what we see, it does make a difference to how soon we see it.
 
Thanks for the replies everyone. For some reason I had to edit the graphics xml file to set <LimitFrameRate>True to False. Then restarted the game and the cap had gone! I then set it back to TRUE and set v-sync for fast in the nvidia control panel. Now have 144fps and no screen tearing as g-sync is enabled 😬
 
Could have been because %user%AppData and the ED launcher are on different drives? The game is on a fast SSD, not on the C:/ drive?
 
I’d guess hard cap. Feel blessed, Skyrim SE caps at 60.

Wrong. My monitor has a refresh rate if 144Hz but with Vsync off, i'm getting 200 fps in open space with supersampling 2.0 enabled. If i turn Vsync on, then the game caps out at my monitor refresh rate of 144 fps.
 
Can the human eye even tell the difference? I mean, I read somewhere that even fighter pilots with perfect vision are limited to around 120. Past that we'd need cyber eyes. I can tell the difference between 30 and 60 but...

Maybe I got wrong info. I don't know.
A quicker rendered game can also quicker calculate and display player input. Therefore the feeling can still improve. VR headsets basically prove this, because a lower refresh rate than 90 or 80Hz cause issues for most people. The delay between head movement and rendering the changes to the displays becomes too large.
It makes a difference in the generating sites on the planet/moon surfaces. Why it's tied to frame rate appears complex, but having the frame rate capped appears to slow down the body rendering and the surface sites can't resolve until the body is fully rendered. So while it makes no difference to what we see, it does make a difference to how soon we see it.
This seems odd. Usually having frame rate capped, i.e. not using the whole performance of your system, provides the best, smoothest frametimes you can have. The system also has enough headroom to coope with load spikes.
Thanks for the replies everyone. For some reason I had to edit the graphics xml file to set <LimitFrameRate>True to False. Then restarted the game and the cap had gone! I then set it back to TRUE and set v-sync for fast in the nvidia control panel. Now have 144fps and no screen tearing as g-sync is enabled 😬
I have also noticed this, buttons in the UI not displaying the acutal setting for V-Sync or Fps limit.
Regarding your setting, since you have adaptive sync, the best setting is to avoid Fps running into Vsync limit. Because Vsync adds a considerable amount of input lag. The optimal setting is to set a frame limiter* 3 Fps at minimum below the maximum refresh rate of your display. That way you have the least input lag.

* In general you would want to set the limiter to an Fps value that you system can archive in most cases to avoid inconsistent performance.
You'd also want to use in-game FPS limiters preferrably to have the lowest possible input lag. If that is not possible for some reason, Riva Tuner Statistics Server is the next best solution before driver level Fps cap.
 
This seems odd. Usually having frame rate capped, i.e. not using the whole performance of your system, provides the best, smoothest frametimes you can have. The system also has enough headroom to coope with load spikes.

I said it was complicated. Having the frame rate capped leads to congested execution paths which can lead to the GPU sitting idle for a number of cycles, in the case of ED the GPU is doing several things, calculating the images to display to the player and rendering the body surfaces. If the GPU is idle waiting for the frame buffer to empty every second cycle then it can't process the rendering of the bodies as quickly.
 
I said it was complicated. Having the frame rate capped leads to congested execution paths which can lead to the GPU sitting idle for a number of cycles, in the case of ED the GPU is doing several things, calculating the images to display to the player and rendering the body surfaces. If the GPU is idle waiting for the frame buffer to empty every second cycle then it can't process the rendering of the bodies as quickly.
Interesting. This becomes noticeable at what limit actually?
 
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