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Questions tagged [vsync]

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

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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
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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 ...
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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
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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
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I am observing strange behaviour with VSync in SDL. I have this code: ...
arminb's user avatar
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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 ...
manudicri's user avatar
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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 ...
Ivan Ivanov's user avatar
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I written the following SFML.NET app. It draw a single 128x128 sprite on the screen. ...
tigrou's user avatar
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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 ...
Yashwanth CB's user avatar
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My game loop currently looks something like this: ...
strNOcat's user avatar
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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, ...
Tyron's user avatar
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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 ...
user1306322's user avatar
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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 ...
GunnDawg's user avatar
2 votes
3 answers
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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 ...
Xriuk's user avatar
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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 ...
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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 ...
Josh Johnston's user avatar
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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 ...
P. Avery's user avatar
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2 answers
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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 ...
BungleBonce's user avatar
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Here is my current game loop: ...
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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 ...
General Waters's user avatar
13 votes
3 answers
7k views

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 ...
Alex I's user avatar
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1 answer
1k views

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 ...
NmdMystery's user avatar
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1 answer
151 views

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 ...
Istrebitel's user avatar
13 votes
5 answers
2k views

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 ...
w4etwetewtwet's user avatar
3 votes
4 answers
2k views

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 ...
isiddiqi's user avatar
2 votes
1 answer
1k views

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 ...
Levi H's user avatar
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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 ...
Asik's user avatar
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3 answers
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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 ...
Ole Dittmann's user avatar
3 votes
1 answer
1k views

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 ...
Thew's user avatar
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3 votes
3 answers
2k views

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 ...
hayer's user avatar
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1 answer
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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(); ...
Andy Royal's user avatar
2 votes
2 answers
1k views

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 ...
user782220's user avatar
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3 answers
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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 ...
Chris Frederick's user avatar
2 votes
2 answers
4k views

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 ...
dauphic's user avatar
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8 votes
2 answers
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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 ...
Ellis's user avatar
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7 votes
2 answers
11k views

I created a FpsCounter DrawableGameComponent (linked to code, it's longish). It works great: It displays 60.0 fps normally. If I ...
Matthew Scharley's user avatar
3 votes
3 answers
8k views

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, ...
user757808's user avatar
4 votes
2 answers
7k views

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? ...
JoniPichoni's user avatar
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1 answer
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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 : ...
Fabian's user avatar
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