Does VSync actually work?

Started by Calin Leafshade, Thu 14/01/2010 11:58:10

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Calin Leafshade

I've been messing around with the vsync property and as far as i can tell it doesn't seem to do anything.

Is it functional? because image tearing is a real problem at the moment.

Danman

Isn't Vsync for too many frames for the monitor to handle so you get half the frame or image tearing. I am not too sure about it. I never knew AGS had Vsync. But anyway maybe your graphics card has it turned off.



Calin Leafshade

Not quite, Vsync basically forces your graphics card to wait until the backbuffer has been fully drawn to before rendering it to the screen therefore making sure it draws a complete frame each time.

But it doesnt seem to work regardless of my video card settings.


Jim Reed

Playing with the game speed might yield results. Try setting it to your display refresh rate or half that.

Try your game on another computer.

Danman

Yeah the refresh rate might help I remember reading somewhere about that.  I read that if the frame rate is higher than the refresh rate you get image image tearing.



Calin Leafshade

Well Haloa just kinda PMed me and told me that Vsync only works on DirectDraw mode at full screen. And he seems to be right.

So any other limitations on vsync are engine related? CJ?

Ryan Timothy B

Quote from: Jim Reed on Thu 14/01/2010 12:25:53
Try setting it to your display refresh rate or half that.
Curious, isn't syncing the game speed to the monitor only really possible with an old CRT monitor? (like I said, curious.  I really have no idea)


For example, my lcd screen is 60hz, and I've had my game run at 100fps (just to play around :P) and I haven't notice a difference between 100 or even 20.

Danman

I have an evil computer that can run any game.i am on a 19inch wide screen at 60hz refresh rate. I have never had image tearing myself. With games that run at 100 frame rate either. I think it depends on the make of the monitor and graphics card



subspark

This lack of fullscreen v-sync in DX9 mode is kind of pissing me off. Especially since we have a lot of camera/viewport movement going on in our game.

Our 320x200 game is running at 1280x800 (4x NN) but there are other 640x400 games I've seen that run at 2560x1600 (4x NN).

Is there an ETA on when we can expect V-Sync to work in DX9 at full screen?

Cheers,
Sparky.

TheMagician

I must admit I've never understood how V-Sync works and what the variables are on which it depends.
However, I can confirm that it only works in fullscreen DirectDraw 5 games in AGS.

LimpingFish

All I know is that v-sync helps prevent screen-tearing when using the Panorama modules. Windowed and full-screen.
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xenogia

I have noticed when full screening my game which is running at 1280x800 (from 640x400) it tears quite a lot especially when it plays a video.  Is there a way around this.. I have read this isn't an issue with DX5, but my game uses DX9 acceleration as it is needed.

Pumaman

Direct3D doesn't support dynamically enabling/disabling vsync while the game is running, but it does support starting the game up with vsync enabled. This would need some sort of new Winsetup option since by the time your game_start function runs, with D3D it's too late to set the vsync.

subspark

So will you add support for V-Sync for DX9? Tearing is quite obvious at full-Screen.

Cheers,
Sparky.

Pumaman

Yes, I am planning to do so in a future version.

xenogia

I guess in the meantime, just run it in a window.. It doesn't tear for me that way.

Igor

Was this problem solved? It seems Vsync still works under DirectDraw only.

Calin Leafshade

#17
I wrote a plugin called AGSVSync (which can be found on the forum) that enables vsync on D3D games.

Igor

#18
Thanks Calin! I'll give it a try.

Edit- it works great :)

Pumaman

Quote from: Igor on Sun 27/03/2011 08:43:04
Was this problem solved? It seems Vsync still works under DirectDraw only.

No, not yet. It's not a complex change, just needs Winsetup to be updated to have a Vsync checkbox when running in D3D mode. Probably should be done for hte next version.

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