![]() The monitor will display one frame twice in one second and this will result in noticeable judder. However, we will render 1 frame less per second. The way to do that: keeping the game’s framerate below the screen refresh rate.įor example, if a monitor has a refresh rate of 59,95 Hz (it’s shown as 59Hz in windows settings) and we limit the game framerate to 58 fps we can achieve “single buffer” VSYNC. We want to make sure that when the game renders a frame to a buffer, it will be the next buffer to be shown on screen and not queued behind another one. While sounds like the ultimate solution, in reality it onlyworks well when the GPU can achieve a framerate that is at least twice the screen’s refresh rate. However, I don’t currently have such a monitor.įastSync is another solution that makes sure that the GPU renders frames as fast as possible and the latest will be the one to send to the monitor. GSync and FreeSync ( combined with frame limiting to 1 or 2 frames below the screen’s refresh rate) solve this problem by marginally increasing input lag. There’s a more in depth explanation of the problem and the solution, which will be presented below, in this post. Note that due to the fact that more than 1 frame is queued, there will be a delay between the game rendering the frame and the GPU sending it to the monitor. When the queue is full, the game can’t submit another frame and hence it gets framerate limited. The game can continue to render frames as fast as possible and submit them to the buffer queue. The oldest solution that solves tearing is VSYNC, which in a very simple explanation makes sure the buffer from which the monitor reads is not swapped while it’s read. Tearing is caused by the fact that the GPU renders frames in a different rate that the rate they are scanned and sent to the monitor. When playing games on PC, two are the most common problems: input lag, which is the delay between hitting a button and seeing the result on screen and tearing, which is when the image is split vertically. Too good to be true right? TLDR: limiting the game’s framerate and enabling vsync effectively disables buffer queueing and thus input lag.
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