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Questions tagged [vsync]

V-sync is a graphics setting used to prevent screen tearing.

0 votes
1 answer
208 views

I have tried vSync, but in other forums I have read the vSync ignores the targetFramerate. Is there a way I can keep a 20 FPS cap without screen tearing? In my game I am trying to achieve a nostalgic ...
IcedSundae's user avatar
4 votes
1 answer
2k views

A game which enables VSync means that the game frames get synchronized to the monitor's refresh rate (to avoid tearing). A variable refresh rate monitor means that the monitor refresh rate gets ...
Panda Pajama's user avatar
  • 13.5k
2 votes
1 answer
621 views

I'm right now developing a game for ms dos in C++ (compiler: DJGPP) and need to test if the VGA card is currently in the vertical blanking interval. Is there a memory address I can just read? How can ...
Nkl29's user avatar
  • 21
0 votes
1 answer
730 views

I have used the BufferStrategy, but my code runs still way too fast. xrandr reports that TearFree is "on" and the ...
ceving's user avatar
  • 111
1 vote
0 answers
128 views

I am observing strange behaviour with VSync in SDL. I have this code: ...
arminb's user avatar
  • 201
1 vote
1 answer
346 views

This is more a theoretical question. This is what I understand regarding buffer swapping and vsync: I - When vsync is off, whenever the developer swap the front/back buffers, the buffer that the GPU ...
felipeek's user avatar
  • 131
1 vote
0 answers
508 views

I'm trying to profile my game, this is a webgl game, and the browser forces vsync. My problem is, when I disable vsync in unity I get a pretty smooth profiler, while with vsync I get huge spikes. I ...
MeanLagrange's user avatar
1 vote
0 answers
88 views

The problem with first person shooters is that your input is important, and coupling it with VSync ruins it. The following frames per second data when rendering with OpenGL shows: 60-100 fps: ...
Water's user avatar
  • 343
2 votes
2 answers
2k views

I am trying to optimize my SDL rendering loop for an immediate mode GUI application that doesn't need to be redrawn every frame. I have vSync turned on and would like to skip buffer clearing / drawing ...
Toun's user avatar
  • 458
0 votes
0 answers
208 views

I currently implement my game loop using a variable fixed timestep, i.e. dt = 1 / monitor_refresh_rate with vsync (or pseudo vysnc with delays where vsync is ...
Edward Chamberlain's user avatar
0 votes
0 answers
856 views

I recently separated my logic and rendering threads to fix this problem: GLFW window freezes on title bar hold/drag This means the logic and rendering are no longer running in lock-step as they were ...
Dan's user avatar
  • 255
3 votes
0 answers
106 views

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 ...
Karl Ramstedt's user avatar
0 votes
1 answer
1k views

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 ...
ravenisadesk's user avatar
3 votes
1 answer
1k views

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 ...
Andy Krouwel's user avatar
3 votes
1 answer
15k views

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 ...
raisa_'s user avatar
  • 167

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