Starchild 3158d ago (Edited 3158d ago talking about abnormal latency spikes in the delivery of individual frames. Having consistent controller response and visual feedback is way more important than averaging a higher framerate that results in jerky animation and irregular controller response. And if that is impossible, due to bad optimization or something (which has only happened on like 2 or 3 games) and the game is running between 30fps and, say, 45fps, I will simply cap the game at 30fps. If I can't maintain 60fps while maxing out all settings I will start dropping less essential settings until I can maintain it. I'm looking forward to getting a G-Sync monitor, but for now I virtually never leave my framerates uncapped (except maybe if it is running consistently in the 50s). This allows you to take advantage of those framerates between 30fps and 60fps, but without the stutter and/or screen tearing that would normally result. Using traditional vsync the GPU is essentially a slave to the refresh rate of the display, but with G-Sync the refresh rate of the display basically becomes a slave to the frame delivery rate of the GPU. It solves all of the various problems that these other methods come with. None of these methods completely solves the problem or is without downsides. I personally can't stand screen tearing, so adaptive vsync is not an option for me. The other downside to triple buffering is that it introduces more lag.Īdaptive vsync doesn't have the extra lag of triple buffered vsync and it doesn't cause your framerate to drop to 30fps if you can't maintain 60fps the way double-buffered vsync does, but the massive downside is that it results in screen tearing any time you drop below the refresh rate of your display. The stutter won't be as severe as it is when jumping between 60fps and 30fps, as is the case with double-buffered vsync, but it will still result in a noticeable stutter due to the uneven delivery of unique frames. The frame delivery will still be uneven and out of sync with the refresh rate of the display. Triple buffering gets around this by keeping an extra frame in the buffer and this allows your hardware to pump out frames at whatever rate it can. The downside to double-buffered vsync is that anytime you can't maintain 60fps (a new frame every 16.7ms) it will cause the framerate to drop down to 30fps, which is the next lowest syncable framerate. Or in the case of a vsynced 30fps, the hardware delivers one new frame followed by a duplicate of that frame, but still in sync with the refresh rate of the display. Vsync gets rid of screen tearing because it forces the hardware to only deliver a new frame each time the display refeshes. You can have no stutter nor screen tearing on an LCD panel just as easily as on a plasma or any other type of display. The display panel type, whether LCD, plasma, DLP, etc, has nothing to do with either screen tearing or stutter. This uneven spacing between unique frames is what causes stutter or judder. The result is that one frame may take 37ms while the next takes 23.8ms and so on. This is because rendering loads are never equal from moment to moment or frame to frame. 20fps, 30fps, 60fps on a 60Hz monitor) the frame delivery becomes highly erratic. When a framerate is not capped and vsynced at a factor of the refresh rate (i.e. The time between new frames is equal and this creates an even cadence to the frame delivery. At 60fps each frame is delivered every 16.7ms. At 30fps each frame is delivered every 33.3ms. Judder comes from irregular frame delivery times. Starchild 3159d ago (Edited 3159d ago sorry, but you're mistaken.
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