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_Unicron_

Vsync and DirectX

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When the present interval is set to default or one then the GPU can only perform present during the vertical retrace. This prevents tearing, is this howvsync is implemented then? and is setting the present to immediate equivalent to disabling vsync in the program?

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It means that after ( or is it before) rendering, you'll wait for next vsync, before buffers will be swapped again. How long it takes doesn't matter. It just guarantees that you won't be sending multiple images while screen redraw is in progress. It's like a pause:

n = 0;
while ( n < interval ) {
if ( image_pass_completed) n++;
}


Interval would be the equivalent to the setting in DX.

Disabling it means it'll render without pause.

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Quote:
Original post by _Unicron_
When the present interval is set to default or one then the GPU can only perform present during the vertical retrace. This prevents tearing, is this howvsync is implemented then?
and is setting the present to immediate equivalent to disabling vsync in the program?

Yes, setting the presentation interval to immediate is the way to disable VSync in DX. Keep in mind, however, that the drivers have settings to override anything your app sets. If the drivers are set to override, the setting becomes irrelevent (it might have VSync when you ask not to have it, or no VSync when you request it).

Hope this helps.

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