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Fps limit

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Date Editor Before After
2/22/2016 3:04:54 PMCHrankAdminDeinFreund before revert after revert
2/22/2016 2:07:26 PMCHrankAdminDeinFreund before revert after revert
Before After
1 @dorsh if there was no difference, vsync would be used in every game. (btw, vsync always syncs to monitor refresh rate, in my case 60hz) 1 @dorsh if there was no difference, vsync would be used in every game. (btw, vsync always syncs to monitor refresh rate, in my case 60hz)
2 \n 2 \n
3 The problem is that the gpu, after rendering a frame, has to wait for the next 1/60th of a second to begin, before it can display it. This means, that if the gpu instantly renders the frame, it will stay 1/60th of a second in the buffer. When vsync is turned off, the gpu just renders frames as fast and possible and always displays the latest. This means, that if the gpu is done early, it will just render a "newer" frame with more up-to-date information, instead of storing the old frame. (There are many good explanations on the interwebs if mine was a bit too messy) 3 The problem is that the gpu, after rendering a frame, has to wait for the next 1/60th of a second to begin, before it can display it. This means, that if the gpu instantly renders the frame, it will stay 1/60th of a second in the buffer. When vsync is turned off, the gpu just renders frames as fast and possible and always displays the latest. This means, that if the gpu is done early, it will just render a "newer" frame with more up-to-date information, instead of storing the old frame. (There are many good explanations on the interwebs if mine was a bit too messy)
4 \n 4 \n
5 Vsync on vs off seems to me like asking whether you would use software or hardware cursor in spring. 5 Vsync on vs off seems to me like asking whether you would use software or hardware cursor in spring.
6 \n 6 \n
7 There are alternatives like Freesync/G-Sync, but they require special support by the display. 7 There are alternatives like Freesync/G-Sync, but they require special support by the display.
8 \n
9 Correction for Honksis: Vsync makes sure the gpu renders at most as many frames per second as the display can display. If there is no frame rendered when the next frame has to be displayed, the old frame is displayed again, effectively allowing delays >17ms and framerates smaller than the display's refresh rate (although the display still updates 60/X times a second)