On 2018-04-10 07:13 PM, Cyr, Aric wrote:
-----Original Message----- From: Michel Dänzer [mailto:michel@daenzer.net] Sent: Tuesday, April 10, 2018 13:06 On 2018-04-10 06:26 PM, Cyr, Aric wrote:
From: Koenig, Christian Sent: Tuesday, April 10, 2018 11:43
For video games we have a similar situation where a frame is rendered for a certain world time and in the ideal case we would actually display the frame at this world time.
That seems like it would be a poorly written game that flips like that, unless they are explicitly trying to throttle the framerate for some reason. When a game presents a completed frame, they’d like that to happen as soon as possible.
What you're describing is what most games have been doing traditionally. Croteam's research shows that this results in micro-stuttering, because frames may be presented too early. To avoid that, they want to explicitly time each presentation as described by Christian.
Yes, I agree completely. However that's only truly relevant for fixed refreshed rate displays.
No, it also affects variable refresh; possibly even more in some cases, because the presentation time is less predictable.
I have to leave for today, I'll look up the Croteam video on Youtube explaining this tomorrow if nobody beats me to it.