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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
2 votes
1 answer
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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 am observing strange behaviour with VSync in SDL. I have this code: ...
arminb'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
2 votes
2 answers
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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 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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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
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
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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
2 votes
2 answers
1k views

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
3 votes
1 answer
574 views

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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1 answer
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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
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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 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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Here is my current game loop: ...
BungleBonce's user avatar
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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
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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
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
6 votes
3 answers
11k views

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 votes
1 answer
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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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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
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3 answers
2k views

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
8 votes
2 answers
9k views

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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3 votes
3 answers
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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
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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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