On 2018-04-10 07:13 PM, Cyr, Aric wrote: >> -----Original Message----- >> From: Michel Dänzer [mailto:michel at 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, theyâ??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. -- Earthling Michel Dänzer | http://www.amd.com Libre software enthusiast | Mesa and X developer