![]() ![]() And the "stutter-seams" between framerate-changes are erased by VRR. And when the frame rate changes, like 53fps, then it looks identical to 53fps 53Hz VSYNC ON. 47fps VRR looks like perfect 47fps 47Hz VSYNC ON. When the monitor/drivers have that enabled, the tearing disappears, and transfers over to a "perma-perfect-smooth" look despite fluctuating frame rate, just like how can modulate framerates randomly without stutters - that's the magic of variable refresh rate. If you're using an off-the-shelf engine, most of them now already support VSYNC OFF which is necessary for proper G-SYNC / FreeSync operation. This is already a developer's "VSYNC OFF best practice" anyway, and if you've followed that already, then G-SYNC and FreeSync modes will automatically work very well. ![]() (But don't worry about that detail, the drivers will handle it automatically). Your Present() is controlling the timing of the monitor's refresh cycles in realtime, as long as the interval is within the monitor's VRR range. And if next frame interval is now 17ms, then Present() is 17ms later. ![]() So if 12ms elapses between gametimes, 12ms should elapse between Present() or glxxSwapBuffers() timings (Direct3D or OpenGL). The hardware monitor is syncing to the software, instead of a fixed refresh clock.īasically, allow the gametime to float (without fixed intervals between gametimes), and present the frames immediately on the spot. With VRR, the frame rate is the refresh rate, and the refresh rate is the frame rate - as long as the frame intervals is within the refresh rate range of a variable refresh rate monitor. Most game engines that support a reliable "VSYNC OFF" operation (in the proper way), already work correctly when drivers enables VRR, Just make sure frame presentation timing is in parallel with game time, preferably to within less than a millisecond (best-effort). This erases framedrop stutters, creating seamless stutterless frame rate changes, as seen at (software-based simulation of G-SYNC and FreeSync).īut in reality, it's really easy. Just make sure Direct3D Present() timestamps is time-relative to game times.įor FreeSync & G-SYNC, the monitor refreshes the instant the frame is presented by the game engine, so the frame should be time-accurate to the frame presentation time - while not worrying about exact intervals between frame presentation times. When the drivers use VRR, it just automagically works. If you've seen our UFO, you know us - I agree - it's actually fairly simple to support FreeSync/G-SYNCįor software developers, it's just simply supporting VSYNC OFF mode. ![]()
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