12-26-2016 08:33 AM - last edited on 03-05-2024 10:49 PM by ROGBot
12-26-2016 11:53 AM
Menthol wrote:
No if your monitor supports Gsync you do not use Vsync
12-26-2016 04:04 PM
12-26-2016 07:11 PM
12-26-2016 11:16 PM
12-27-2016 03:33 PM
12-27-2016 11:00 PM
Korth wrote:
@BoutTime01
That's a fantastic idea! G-Sync should offer user-configurable limits on the slowest and fastest allowable frames!
The low threshold is where G-Sync turns itself off (and lets V-Sync take over), so G-Sync stops hitting fps performance when fps falls too low. Or, at the least, G-Sync suspends itself as needed on a per-frame basis, it will draw the next frame whether or not the GPU card has one fully ready to render, a way of stuttering G-Sync to retain a minimum fps rate instead of stuttering fps to maintain G-Sync. "Smoothing" animations by reducing screen tearing is completely useless when the GPU is struggling to reach 30-60fps and can't approach or exceed 60Hz/120Hz/etc display refresh rates anyhow.
The high threshold is where G-Sync turns itself on (V-Sync be damned!), so G-Sync can do what it's supposed to do and "fix" screan high-fps tearing. But there's no reason for G-Sync to hit fps with variable motion/animation stutter when, again, the GPU card can't possibly draw frames faster than the monitor can display them.
Users could balance their low/high thresholds so that gaming is predominantly V-Sync, G-Sync would only throttle fps when fps is high enough for it to actually make a difference.
12-28-2016 12:51 PM
12-28-2016 01:43 PM
Korth wrote:
You won't notice tearing until your GPU can draw frames faster than your panel can display them. <60fps on a 60Hz display won't produce any tearing, G-Sync won't affect quality (because there's nothing for it to "fix" or "improve") but it will impact performance (by sometimes throttling fps even lower). V-Sync would be better until actual fps exceeds display refresh, I was trying to say there should be a way to preset or configure G-Sync so that it can get to work or stand idle as needed on a realtime frame-by-frame basis instead of an all-or-nothing basis.