If my monitor bottlenecks frame rate, will it bottleneck other graphical settings like textures as well?

NotSteve

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Oct 9, 2016
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If my monitor bottlenecks frame rate, will it bottleneck other graphical settings like textures as well?

I'm asking this because my 60hz monitor would most likely bottleneck the frame rate of a gtx 1080, but would that stay at frame rate and not bottleneck how high I could set my textures and shadow detail and lighting effects and all the other stuff?

Thanks for any replies :)
 
Solution
Bottlenecking is the wrong word. Here's how it works...

Your monitor is redrawing the screen 60 times a second. It works its way from the top left pixel down to the bottom right.

With VSync off: Your video card is pushing new frames to the monitor as fast as it can. As soon as a new frame is ready it sends that to the monitor and the monitor then starts drawing that frame from wherever it's up to in the screen redraw.

With VSync on: Your video card has a frame buffer, which stores the newest frame ready to send to the monitor (actually it usually stores two or three frames depending on the setting, but you get the idea). As soon as the monitor finishes drawing the current frame, the video card sends it the next frame from the buffer...

NotSteve

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Oct 9, 2016
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Okay that's fine because I'm happy with 60fps. But it won't limit texture settings and stuff like that?

 

cTigon

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Aug 9, 2015
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A monitor doesn't limit textures or bottleneck anything or any graphics that a game or software outputs.

However, it can change the 'look' of the graphics depending on the monitor settings (vibrancy, contrast, etc.) Other than that, that's pretty much it.
 
Bottlenecking is the wrong word. Here's how it works...

Your monitor is redrawing the screen 60 times a second. It works its way from the top left pixel down to the bottom right.

With VSync off: Your video card is pushing new frames to the monitor as fast as it can. As soon as a new frame is ready it sends that to the monitor and the monitor then starts drawing that frame from wherever it's up to in the screen redraw.

With VSync on: Your video card has a frame buffer, which stores the newest frame ready to send to the monitor (actually it usually stores two or three frames depending on the setting, but you get the idea). As soon as the monitor finishes drawing the current frame, the video card sends it the next frame from the buffer. If the video card completes a new frame when the buffer already has a frame waiting to be sent (which will happen a lot with your 60hz display because the GTX 1080 is so fast), it simply overwrites the waiting frame in the buffer with the new one and starts working on the next frame.

The bottom line is that your graphics is always working as hard as it can preparing frames, and you could be sending it to a 15hz monitor and it wouldn't make a difference to anything other than the displayed frame rate.
 
Solution
Not quite on the above description with V-sync on. In DirectX at least, when the back buffer is full with an unsent frame, waiting for the monitor to enter vertical blanking mode, the GPU will not overwrite the frame, but instead it will sit idle. This could be viewed as bottlenecking. Note, Nvidia has recently created a new sync mode, call fast sync, and this would do as you describe, but it's also not really advisable except in exceedingly high FPS scenarios like CSGO and 300 FPS. It causes stuttering issues otherwise.

A 1080p 60hz monitor probably does not need a GTX 1080, unless doing VR/3D Vision, of course those would be 120+ hz monitors.
 
One effect your monitor could have is related to resolution. If you are running at 1080p then 'high quality' textures will be drawn on a 1920x1080 pixel screen. The point being that if you lower texture quality below a certain point, it looks uglier but if you RAISE texture quality past a certain point they won't look any better. When you draw something with X amount of pixels you can only show so much detail.
 

Thanks, yes you're right, that's my mistake. I'd never really thought about it that way, but it's not unreasonable to call that situation a monitor "bottlenecking" a GPU, because the GPU is essentially sitting idle while it waits for the monitor to catch up.

OP, just to reiterate though, there's no question of texture effects/issues.

Are you really gaming with a GTX 1080 on a 1080P 60hz display? I do hope you have a monitor upgrade planned, because a 3GB 1060 or RX 470 could probably have handled 1080P@60hz just about as well as your high end GPU.