vsync Questions
2
I'm writting a game with OGL / GLFW in c++.
My game is always running at 60 fps and without any screen tearing. After doing some research, it seems that the glfwSwapInterval() function should be ...
Stila asked 18/5, 2018 at 13:37
2
Here is a very simple test program. When vsync is disabled this program runs at 100FPS and uses up virtually 0% of the CPU. When I enable vsync, I get 60FPS and 25% (100% of one core on a 4 core sy...
3
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I've been playing with pygame (on Debian/Lenny).
It seems to work nicely, except for annoying tearing of blits (fullscreen or windowed mode).
I'm using the default SDL X11 driver. Googling suggest...
4
How do you enable vertical sync?
Is it something simple like glEnable(GL_VSYNC)? (though there's no such thing as GL_VSYNC or anything like it in the options that glEnable accepts).
or is there n...
Imbecilic asked 26/2, 2009 at 4:7
1
I'm trying to extract all frames from a mp4 video with ffmpeg. I use the following command:
ffmpeg -i "/Users/raimundbuehler/recordings/2022_01_24/000/exports/001/world.mp4" -vsync 0 &quo...
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I need to create a C++ function that will return the number of seconds until the next Vsync interval as a floating point value.
Why?
I am creating programs that display rectangles that follow the...
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I'm updating an application in which measurement of the time of presentation of a stimulus on a screen requires the greatest amount of accuracy. It is currently written with DirectDraw, which got p...
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This explains VSYNC, but the pace is very fast, and i am unable to find any other good resource to understand this topic.
What i have understand is this;
VSYNC happens at every 16ms, and all of ...
Yecies asked 31/8, 2017 at 19:21
0
I am working on a graphical application that supports multiple operating systems and graphical back ends. The window is created with GLFW and the graphics API is chosen at runtime. When running the...
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I am using Vulkan graphics API (via BGFX) to render. And I have been measuring how much (wall-clock) time my calls take.
What I do not understand is that vkAcquireNextImageKHR() is always fast, an...
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How can I vsync callback on HTML5 canvas?
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While trying to make a compositing window manager for X11 using OpenGL as backend, I'm caught in a nasty situation where glXSwapBuffers() blocks until vblank rendering the compositor irresponsive t...
2
In a Windows application, I have multiple OpenGL windows open at the same time. Ideally I would like each of these to draw at 60 fps, synchronized to the screen refresh.
For each render context, I...
Chad asked 6/4, 2012 at 12:52
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With all my SDL/OpenGL programs, the framerate is stuck at 60fps, so looks like the vsync is enable, but not by me, nor in my code or my settings. so i would like to now if there is a way to disabl...
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How do I use vsync in Vulkan? I'm on Windows, but the code should also work on Linux. Is it implemented by inserting a fence in vkAcquireNextImageKHR?
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My app changes the properties of some really simple views (rotation, translation) per frame. I used systrace, as advised by Android performance articles, to check if I was dropping frames.
Somethi...
Solent asked 5/11, 2015 at 14:42
5
So, Im using D3D in a windowed application.
I inited D3D with the following parameters:
windowed: true;
backbufferformat: D3DFMT_X8R8G8B8;
presentinterval: D3DPRESENT_INTERVAL_ONE;
swapeffect: DI...
6
I'm trying to do vertical synced renders so that exactly one render is done per vertical sync, without skipping or repeating any frames. I would need this to work under Windows 7 and (in the future...
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I'm trying to get a better understanding of the Android display subsystem, but one item that's still confusing to me is how VSYNC signals are handled, and why so many exist in the first place.
And...
Gipson asked 14/1, 2015 at 16:31
2
What is the theoretical concept of VSync, and how does it affect rendering?
Raceway asked 18/1, 2014 at 14:21
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I have a GUI written using wxPython that contains two GLCanvases, a 'display' canvas and a 'preview' canvas onto which I am drawing some very simple geometry using PyOpenGL. The 'preview' and 'disp...
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When creating a game with any programming language (that can), it is important to have a fixed target frame rate the game will redraw the screen at, however some languages either do not have a sync...
Busywork asked 25/7, 2013 at 2:17
1
On Mac OS X, CVDisplayLink provides a great way to reliably update the screen to achieve 60 fps animation without tearing. Is there a similar interface on Windows, compatible with OpenGL?
It's of ...
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I'm deciding on whether or not to use VSync for a new game that I've been developing using OpenGL. The goal is to provide the user with the best gaming experience, and to have a good balance betwee...
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