Possible to disable v-sync in Solaris 10?
#6
RE: Possible to disable v-sync in Solaris 10?
The effect you’re trying to achieve is exactly the same, as suggested by the article I referenced. You want a higher game event processing rate that is still linked to monitor refresh rate to prevent tearing. Unless I misunderstood your underlying question on your original post.


Whatever sync to blank/refresh you’re using you either get a few frames ahead of the (literal) next frame in time (as game play has progressed past that old frame) and has made the display deadline to prevent tearing, or the program/system cannot meet a further deadline to still get more than a single frame of progress between monitor refresh states.

And I’m still not understanding where you get the claim of more lag from. Assuming you’re system isn’t missing deadlines in event/Environment updates, the input and reaction of events is tied to the result on screen (less multiplayer where it’s another player’s reaction).

So the more frames you “get ahead” in the simulation the better “timed” or updated you are to matching the game events to the screen.

I’d imagine any lag is the missed deadline of using an old frame with recent input. By having the latest frame you have a better chance of getting more accurate input response and game reaction. I thought that most game designs linked the event processing interval to a form of environment refresh. So the environment is re-drawn just in the display buffer every time event processing has updated the game view. By not artificially constraining the event processing to monitor refresh interval you could essentially use the graphics card (if game is designed as such) to process faster which doesn’t translate into a higher frame rate due to the monitor refresh lock but instead translates into a smaller event processing and scene rendering interval.

In other words, I assume on a performant system that any lag would be the game‘s simulation is ahead of its display. If the display does not yet contain the reactions of your input I would consider that to be lag. Even if you’re bound by the screen refresh rate if the environment’s event processing can keep up with input than the assumption is what’s drawn on your screen is accurate for the simulations current inputs.

In this way it’s not that you have a higher frames per second it’s that there’s a higher update interval or more update intervals per interval of screen refresh. Which I assume increases the chances of the game processing an input and displaying its reaction at the next screen refresh.
weblacky
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07-08-2022, 09:18 PM


Messages In This Thread
Possible to disable v-sync in Solaris 10? - by stormy - 07-07-2022, 12:36 PM
RE: Possible to disable v-sync in Solaris 10? - by weblacky - 07-07-2022, 09:20 PM
RE: Possible to disable v-sync in Solaris 10? - by stormy - 07-08-2022, 01:48 PM
RE: Possible to disable v-sync in Solaris 10? - by weblacky - 07-08-2022, 05:09 PM
RE: Possible to disable v-sync in Solaris 10? - by stormy - 07-08-2022, 07:33 PM
RE: Possible to disable v-sync in Solaris 10? - by weblacky - 07-08-2022, 09:18 PM
RE: Possible to disable v-sync in Solaris 10? - by stormy - 07-09-2022, 09:56 AM

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