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Questions tagged [vsync]

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1
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0answers
20 views

Point to using vSyncCount higher than 1?

Is there a point to using QualitySettings.vSyncCount higher than 1? From my understanding it sets the framerate to fractions of the screen refreshrate (i.e: FPS = refreshrate/vSyncCount). So 1 is ...
0
votes
1answer
54 views

Use vsync event instead of a 16ms timer?

I found that in game development, most people set a timer that gets triggered every 16ms to do the rendering. As an Android programmer, I'm familiar with the Choreographer. You set a callback that ...
2
votes
1answer
60 views

How can I tell in code if vsync is disabled on desktop PC?

My game needs to behave differently to get the best performance if the user disables vsync globally (basically, I need to change the scheduling on my housekeeping operations). Is there a graphics ...
0
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0answers
44 views

Is it possible to offset the Vsync timing of Android on hardware level?

To clarify, I would like to offset the actual timing of when the next screen refresh happens. I am creating a multiplayer game where the server sends packets to clients at 60Hz and I would like these ...
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0answers
42 views

Advice on handling frame rate in Unity?

Following my previous posts here, here and here. Is there any other way to handle frame rate in Unity to get the most consistent frame rate ? What I have tried so far : Application.targetFrameRate : ...
1
vote
1answer
623 views

The value of VSync on vSync Count in Unity

In Unity, we can set the vSync value as "No sync" = 0, "Every V Blank" (60 fps) = 1 and "Every Second V Blank" (30 fps) = 2. But in the Unity Quality Setting documentation , it's written the vSync ...
0
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0answers
19 views

Set vSync in Unity Failed

I want to set frame rate of my scene as 30 fps. I used Target Framerate and manage to get fps around 30 (34,30,26, etc). But I need more stable framerate, so I want to use vSync to synchronize my ...
2
votes
1answer
822 views

Handling variable frame rate in SDL2

i am creating a game with C++ and SDL2 game engine but i noticed this. I used the Vsync option for rendering, so it'll render at 60fps. If i use this game with another monitor, fps are different (for ...
1
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0answers
85 views

Linux: blit image on screen without stuttering at a stable frame rate

I'm working on a very simple game, and one of the project goals is to minimise the use of libraries. I'm drawing every frame into a buffer, which is then displayed using ...
0
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1answer
484 views

Why this simple SFML app produce such high CPU usage?

I written the following SFML.NET app. It draw a single 128x128 sprite on the screen. ...
1
vote
2answers
184 views

Gldraw call asynchronous or not

When i call gldrawarrays with a large set of data will the function return only after drawing all the vertices or will it happen asynchronously b/w cpu and gpu? Also how does vsync work. Aren't they ...
0
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3answers
188 views

Prevent rendering queue from overflowing when using Vsync

My game loop currently looks something like this: ...
3
votes
1answer
322 views

Turning On/Off Vsync no longer working when rendering to an offscreen buffer

I have this reaallly strange issue that as soon as I render to an offscreen framebuffer I am no longer able to toggle VSync while my application is running. I am using OpenTK as the opengl wrapper, ...
0
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0answers
49 views

Why would somebody want to turn off v-sync? [duplicate]

From this recent article about technical limitations of UWP, I've found inability to turn off v-sync listed as a negative point. I understand lowering graphics settings like texture quality, various ...
1
vote
1answer
965 views

SDL2 and frames per second

I'm diving into the world of SDL2 and C++ and have a few questions after my first few weeks in. Seems like a lot of the tutorials are (from what I understand) limiting the frames per second with a ...
0
votes
0answers
539 views

Enabling VSync results in stuttering

With VSync disabled my FPS doesn't drop below 100. When I enable it my FPS sits in the 55-60 range. The issue I have is that I have fast moving platforms that move at a constant speed, so a single ...
2
votes
2answers
745 views

How can I update vSync settings after creating an SDL_Renderer?

I have an SDL_Renderer which I set to use or not use vSync depending on the user). In my options menu I have an option for enabling/disabling vSync. Can I edit my ...
3
votes
1answer
710 views

Is Update called based on screens refresh rate? MonoGame

My game is running 60fps (Because I'm using a 60hz monitor) but if I would use a 85hz monitor it would be running 85fps. My question is if update is called based on the screens refresh rate or if its ...
0
votes
1answer
599 views

LibGdx: How to check if VSync is enabled

I am just about finished my options screen, the only thing I need is some way of detecting if Vsync is enabled or not. I'm using LibGdx 1.5. I have tried to find an access to wglSwapIntervals, but ...
0
votes
1answer
309 views

How can I implement triple buffering using Direct3D 9?

I am creating an application using Direct3D 9. I want to implement triple buffering with vsync. I can successfully create a graphics device object with 2 back buffers. How do I know which buffer to ...
0
votes
2answers
2k views

Accurately measure time between calls to onDrawFrame (Android OpelGL ES 2.0)

I'm trying to sort out some timing issues within my gameloop and I've seen something that I don't understand. The Nexus 10 is supposed to have (as far as I'm aware) a VSync on 60Hz. So that would be ...
0
votes
2answers
2k views

How to change from 60FPS to 30FPS while keeping things smooth?

Here is my current game loop: ...
3
votes
1answer
2k views

Frequent stuttering, high FPS spikes with VSync option turned on in Unity standalone build

I'm experiencing an issue using Unity 4.3.2 and standalone builds. If I turn on VSync in the project's Quality settings, running the game at the native monitor resolution, I'll frequently get high ...
9
votes
3answers
6k views

How long does it take for OpenGL to actually update the screen?

I have a simple OpenGL test app in C which draws different things in response to key input. (Mesa 8.0.4, tried with Mesa-EGL and with GLFW, Ubuntu 12.04LTS on a PC with NVIDIA GTX650). The draws are ...
8
votes
1answer
346 views

How can I handle rendering on multiple monitors with differing refresh rates?

What's the best way to deal with a situation that may arise, where a user has two or more monitors with different resolutions and vertical sync intervals? This would apply when a game has a fixed ...
0
votes
1answer
111 views

Why, after calling SetVideoMode as in the following, does nothing appear on my screen?

I am trying to create an application that will need to use double buffering (for purpose of vsync). I am using SDL.NET. From what I understood, in order to have double buffering, I have to ...
13
votes
5answers
2k views

What are the benefits of capping frames per second? (If any)

I am working on a simple game in OpenGL, using SDL for display initialization and input, and it appears in terms of timing I have two options available to me. Number one being just sleeping for the ...
2
votes
4answers
2k views

Should I worry about the refresh rate?

I'm working on an RTS and there is a lot of camera movement involved. The camera moves at a constant speed but it stutters (seems to jump/jerky movement) if I don't enable vsync. I understand why this ...
1
vote
1answer
841 views

Game only runs at 60fps in windowed mode with a 120hz monitor?

In fullscreen the game will run at 120fps fine, the correct refresh rate for the monitor, but in windowed mode it only runs at 60fps. If I disable VSync then it runs at thounsands of fps so it's not ...
5
votes
3answers
7k views

Does DirectX implement Triple Buffering?

As AnandTech put it best in this 2009 article: In render ahead, frames cannot be dropped. This means that when the queue is full, what is displayed can have a lot more lag. Microsoft doesn't ...
5
votes
3answers
2k views

DirectX9 thread lock problem with “present” and background loading new textures

Given: Selfmade 3D engine based on DirectX9 written in C++ Task: While render loop runs load additional textures in a background thread Current Implementation: - Create device with ...
3
votes
1answer
887 views

Weird stuttering with fixed-timestep, variable-framerate game loop

I've been trying to set up fixed-timestep loop for my game, using the technique from here. I have no need for the interpolation step as I intend to run the logic at or above vsync speed. Here is a ...
3
votes
3answers
939 views

How precise should timers in update loops be?

What is the suggestion of "enough precision" in a timer for a fixed game update loop? Currently I'm testing with this code, but it sometimes misses 1-2 updates @ 50hz. While at 30hz it seems to work ...
1
vote
1answer
481 views

Procedurally generating terrain in dead time before buffer swap

I'm using OpenGL/C++ in Windows, and my main loop looks like this: GLboolean done = GL_FALSE; auto_ptr l_world(new World); l_world->Init(); ...
2
votes
2answers
1k views

Causes of screen tearing and vsync

Is there an explanation of whats going on from the software down to the hardware that explains tearing? One would think that the graphics card would just tell the LCD display to change whenever it ...
0
votes
3answers
1k views

How does a game's frame rate change for each missed vsync?

I seem to remember reading somewhere that a game's frame rate is halved each time it misses a vsync. In other words, the number of frames per second decreases to 1/2, 1/4, and 1/8 the normal rate for ...
2
votes
2answers
3k views

Why is OpenGL using 100% CPU shortly after start up when wglSwapIntervalEXT is enabled?

I have a game which uses SFML, which in turn uses OpenGL. When I run the game, it will use 100% CPU for (usually) about 24 seconds, and then immediately falls down to normal usage. I can't figure out ...
8
votes
2answers
8k views

VSync / real 30FPS on Android

I'm working on a game which can't run at Full speed on some devices. On Tegra2, with many optimizations, performance is near 40 fps. The framerate is stable but animations aren't smooth enough, so i ...
7
votes
2answers
9k views

How do I enable higher FPS in XNA 4.0?

I created a FpsCounter DrawableGameComponent (linked to code, it's longish). It works great: It displays 60.0 fps normally. If I ...
3
votes
3answers
6k views

Non-blocking VSync in Direct3D

I have a Direct3D application which uses a PRESENTATION_INTERVAL_ONE implementation. Pity, its blocking and eating my CPU waiting for Present. I ended up searching for raster scan (BitBlt) solutions, ...
4
votes
2answers
4k views

Disable V-sync in WebGL?

Normally my app runs at 60 fps, But when I add some simple models it decreases to 40fps. I think v-sync on, which is might be causing it to run slower. Is there any way to disable v-sync in WebGL? ...
0
votes
1answer
2k views

Fullscreen + Vsync = Stuttering

In my research for a stuttering problem in my game engine, I think, I have found the problem, but don't have any idea why this is happening, that's why I ask you if you have an idea ! The situation : ...