Usually stalls the engine waiting for sync, which also degrades responsiveness. The VSync switch side effects are port dependent and likely version dependent. video cards that handle double buffer transfer in hardware (don't ask me which ones, I don't know). Apparently it internally stalls sometimes, waiting for sync. DirectDraw I don't know, but probably similar to SDL. Many options, many different ways to use it. SDL because it inherently uses intermediate buffers and transfers with sync (just cannot predict exactly what it will do). double-buffering because that also prevents tearing (but the buffer transfer to the video card must be on VSync) I would expect that you should not need VSync with: I expect that every port can differ on VSync because it is dependent upon the graphics library and double-buffering, and somewhat on the video hardware (how double-buffer transfer is done). You were correct, and if I had spent half as much time doing my research as I spent whining about this, I would have found the solution to this issue much earlier. My apologies for giving you a hard time about this, Graf. Sure enough, doing a google search for "VSync input lag" gives a crapton of results. Movement itself was harder to check, but playing a few levels normally was enough to establish everything worked as it should with VSync off. Doing more controlled tests, moving the mouse from a particular point to another precise location, I could pinpoint where the difference was: noticeable input lag with VSync on. Starting GZDoom, turning it off and on to compare. For years, I've bitched about movement in GZDoom being somewhat different than in vanilla Doom/Boom.Īs I was typing a PM to someone about just that, the idea came to my mind VSync could be the source of my problems - no logical reason I'd think of this, except VSync has caused me many display related problems in other games still, nothing like what I was experiencing in GZDoom.
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