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Timeline for Framerate limitation

Current License: CC BY-SA 3.0

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May 17, 2016 at 19:08 comment added Tara @RoyT. Not really. FreeSync/G-Sync wasn't invented to handle a bad framerate cap. It's been invented to handle the problem of your computer being too slow to render at 60FPS and therefore quickly turn off vsync for a single frame. In the problem we are talking about, the PC isn't too slow, it's too fast! That means if you have FreeSync/G-Sync and your frame rate cap on, your frame rate will now fluctuate between 30+ and 60FPS, but with additional tearing. In contrast, regular vsync will drop to 30FPS but without tearing.
May 17, 2016 at 10:03 comment added Roy T. @Dudeson someone else pointed that out to me some time ago because I was worried about the busy waiting and sleep. I see now that you can fluctuate between 30fps and 60fps when v-sync is on if you slightly miss it. But I guess that happens with any technique (isn't this what FreeSync tries to alleviate). A limited framerate by code, or because your computer can't render at 60fps will always have this problem I think :)
May 16, 2016 at 21:07 comment added Tara @RoyT. Interesting... Where did you get that info from? From the source code? Also, I'm saying waiting in a loop is bad because that's exactly how I did it in my engine and it causes me a lot of pain. The problem is, when you turn on vsync (in the GPU driver) you get a lot of frame drops if you additionally try to limit the frame rate in your code, because your timinig won't be perfect every frame. I'm just talking about vsync issues. Without vsync this is not an issue. And I'm not sure if vsync was the same kind of deal in the Quake 3 days as it is today.
May 16, 2016 at 17:05 comment added Roy T. @Dudeson Why is it bad? (this is the technique used in Quake3 btw). If your FPS is lower than 60 the loop just gets skipped. So it keeps your FPS as high as possible but never above 60.
May 14, 2016 at 19:01 comment added Tara This solution is really bad. If you have vsync enabled or the OS decides to do stuff, your framerate will fluctuate a lot.
S Jun 14, 2012 at 20:13 history suggested Laurent Couvidou CC BY-SA 3.0
Reformatting
Jun 14, 2012 at 19:39 review Suggested edits
S Jun 14, 2012 at 20:13
Jun 14, 2012 at 14:40 comment added Richard Marskell - Drackir "1/60s" to be clear. :)
Jun 14, 2012 at 14:33 history answered Roy T. CC BY-SA 3.0