Questions tagged [vsync]

Vsync (short for Vertical Synchronization) is a rendering option for video cards. This option prevents the video card from changing the display memory until the monitor is done with its current refresh cycle.

Vsync (short for Vertical Synchronization) is a rendering option for video cards. This option prevents the video card from changing the display memory until the monitor is done with its current refresh cycle.

When vsync is applied, the rendering engine would match the maximum refresh rate of the monitor if the frame rate being produced is higher than the refresh rate of the monitor. This effectively throttles the maximum generated frames per second of the graphics card.

Turning vsync on can improve rendering quality when applied to applications that have frame rates significantly higher than the monitor's refresh rate as this relieves tearing of the image and results in smooth playback. On the other hand if the graphics card is outputting significantly lower frame rates than the monitor's refresh rate, this can result to the video output having judder as the graphics card may miss the monitor's refresh deadlines.

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My Vulkan application is locked at 30 fps on an Nvidia GPU, but not on an Intel iGPU

I have followed the tutorial vulkan-tutorial.com and after reaching the point of having a spinnig square in 3D space I decided to measure the performance of the program. I'm working on a laptop with both an Nvidia GTX 1050 GPU and an Intel UHD…
Viktor Axén
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V-sync won't disable in android build

As the title suggests I am having issues with v-sync on android. I've set the v sync Count to Don't sync in the qualitySettings panel for the used quality level. However when i run my application on the samsung galaxy S6 its having a constant fps of…
Remy
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How does swapInterval work in GFLW (and v-sync in general)?

When using v-sync, I'm wondering what something like GFLW does when a bufferswap is called when a screen update hasn't been completed at the time of the swap call. Is the process stopped at that point, or is the bufferswap just ignored and the rest…
Phrygian Phan
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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 clients to receive these packets couple ms…
mdshirzada
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JavaFX AnimationTimer renders

My goal is to completely sync each animation frame to the monitor device vsync at perfectly 60fps. I googled online, and people suggested that i could use JavaFX AnimationTimer. I wrote a simple ball JavaFX AnimationTimer, but i could sometimes see…
liux3604
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Tearing with cocos2d-x on PC at native resolution, fullscreen, 60fps

I'm programming a game with cocos2d-x for Windows, Linux and MacOS (for the moment I develop and test on Windows 10). I already have a system to change settings (either fullscreen or windowed with different resolutions but always a ratio of…
nyr1o
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Perfect V-sync implementation for a lightweight OpenGL game: need one tidbit of information

In the game our Internet-assembled team is programming, we're assuming everybody from our audience will have WAY over fullspeed in the game. So, to save video RAM, and hopefully give a little more idle time to the graphics card, using V-sync without…
Andrew D'Addesio
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What Does "FrameTimeNanos" mean in "Choreographer.FrameCallback"? HW_VSYNC time or APP_VSYNC time?

I've read the source code of DispSync and so on, but it's too complicate. What I've learnt is that "FrameCallback" is triggered by APP_VSYNC event, which may have time offset from HW_VSYNC. So, how could I know the precise time of HW_VSYNC? If the…
pippo
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Smooth camera follow after lerping object

I have a server-reliant multiplayer Unity3D game, where the server is written in Node.js. The server sends updates to the positions of players, and the players lerp to those positions on the client to simulate smooth movement. I am not using Unity…
daniel metlitski
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QGraphicsView with QOpenGL flickering on Intel integrated video card

I have my own class which inherits from Qt5.6 QGraphcisView. Also I have a QGraphicsPixmapItem on scene. (Forgot to say) ANGLE is enabled! CMyGraphicsView::CMyGraphicsView(QWidget *parent) : QGraphcisView(parent) { …
nckm
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Libgdx Disable Vsync for Android Instead of Desktop

Hi I want to disable or enable vsync for my game and I found this link https://github.com/libgdx/libgdx/wiki/Fullscreen-&-vsync So I was able to change the setting for the desktop version of my app. My question is does this also change things for…
user1804234
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Ubuntu 14.04 Delay when switching window focus using SDL2 and vsync

I'm learning the basics of SDL2 and when I run my program (vsync, windowed), there is a delay when switching focus between windows and dragging windows is laggy. This applies to all windows, not just the SDL2 application. When vsync is not enabled,…
drumber
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Getting BufferQueue state in systrace

I'm trying to get a better understanding of how my application is interacting with the Android's buffering system. Specifically, I want to optimize when my frames are being added to SurfaceFlinger's BufferQueue, in relation to the Vsync signal. I…
Shookit
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DirectX VSYNC inaccuracy

I'm trying to achieve steady fixed 60fps in my D3D app and to do that by doing vsync. I've setup loop like this: while(isRunning) { ProcessMessages(window); …
user1760770
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What's the most reliable effect to cause screen tearing or stuttering?

I'm trying to investigate the various strategies to reduce or eliminate screen tearing, such as the various vsync implementations, manual frame rate timing, double-buffering, etc. I plan to create a tutorial or paper explaining my…
user457586