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Alundra

[D3D11] VSync needs recreate swap chain ?

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Hi all,

here the doc of Present :

Presents a rendered image to the user.

HRESULT Present([in]  UINT SyncInterval,[in]  UINT Flags);

SyncInterval [in] : 

  • 0 - The presentation occurs immediately, there is no synchronization.
  • 1,2,3,4 - Synchronize presentation after the nth vertical blank.

 

using : 
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
and just switch on the present function from 0 to 1 without recreate the swap chain looks good when I show FPS using fraps.
Now the question is : "Is it bad to do the vsync feature like that ?".
Thanks

 

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