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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GLFW VSync Issue

I'm having a slight issue with the GLFW library and VSync. I'm testing a very basic GLFW program on both my integrated processor and my "high performance NVIDIA processor". When running the program on the integrated processor with the VSync…
nprof50
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Using SwapBuffers() with multiple OpenGL canvases and vertical sync?

I have a GUI written using wxPython that contains two GLCanvases, a 'display' canvas and a 'preview' canvas onto which I am drawing some very simple geometry using PyOpenGL. The 'preview' and 'display' canvases display the contents of the same…
ali_m
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need of vblank in Display subssytem

I am not clear on the use of the vertical blank (vblank) on display panels. Could some one please explain Significance of vblank ? How it can be utilized in the display subsystem?
Mukesh
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Custom vsync Algorithm

When creating a game with any programming language (that can), it is important to have a fixed target frame rate the game will redraw the screen at, however some languages either do not have a sync function or timers are unreliable so is there any…
Lee Fogg
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Force VSYnc or Limit FPS in WinForms - c#

I've searched but couldn't find a result for this that didn't involve XNA. Basically, I'm making a map editor using a C# binding of SFML attached to a panel's handle in my form. It runs at 550 FPS, which results in my main loop being called way too…
Anteara
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What is the accepted timing strategy when using Vertical Synchronisation?

Coming from a basic understanding of OpenGL programming, all required drawing operations are performed in a sequence, once per frame redraw. The performance of the hardware dictates essentially how fast this happens. As I understand, a game will…
J Collins
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glXSwapIntervalSGI segfault

I'm trying to disable vertical sync on Linux in a program built around SDL and openGL. I am running an old integrated ATI card with Gallium 0.4 as the driver. I attempt to disable vsync by calling glXSwapInterval(0) in my code, but when I do this,…
user1483596
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VB6 Vertical Sync for Emulator

This is maybe an oblique question: I'm writing an emulator in VB6 (silly me). For smooth window refreshing in the emulator itself, I would like to grab the vertical sync of the monitor. Are there any Windows API calls I can use? Or is this an…
Guillermo Phillips
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My cpp glfw program need at least 30 fps but it runs 1546 fps

I wrote this cpp glfw program that runs 1546 fps while my monitor refresh rate is 60Hz how to pause my main loop until my monitor is ready to refresh? #include #include #include #include #include…
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Delphi - synhronize BitBlt with vsync (screen tearing)

I've some problem with my Delphi (10.4) application, and I'm stuck for a few days now. So I hope someone can help me. I'm rewriting some old code. Basically, I've a problem with BitBlt command and screen tearing. My code is drawing some .bmp images…
brane
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Unity exported game : VSync issue

I'm making a game in Unity, the project was doing fine but I wanted to create a build of the game just to see how it goes and it seems that there is a little vsync problem on the build which was not visible in the unity editor. Here is a video that…
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Android / Java: Any way to disable a HWComposer's "Ignoring duplicate VSYNC event from HWC (t=0)" from appearing in an app's log files?

An Android app I'm working on uses logcat to write all log info from the project into text files that are stored in an installed device's sdcard. Currently the log files are limited to a 100 320 kilobyte files that the system starts overwriting when…
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How to limit repainting to monitor refresh rate (vsync)

I have a weird issue that every other guide and answer seems to contradict, but the issue seems to be deeper. OS-level deep. System details: Ubuntu 18.04, Unity window manager, nVidia graphics (proprietary driver) Tried with the following Java…
Mark Jeronimus
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How do I take a good screenshot of a directX11 game without vsync on in c#

In my application I need to take a screenshot of a DirectX11 game. This is the code I have been using to get bitmaps of the screen. Bitmap bmpScreenshot = new Bitmap(length, length, PixelFormat.Format32bppArgb); Graphics gfxScreenshot =…
Gurv
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CAN'T get screen tearing when updating canvas from setTimeout

I found this old question and couldn't reproduce the described problem Html canvas 1600x1200 screen tearing. It makes sense that updating canvas from setTimeout callback should produce screen tearing. But even though flickering is very apparent no…
Yehor
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