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Can someone explain why this is:
- better than triple buffering
- better than when a game developer implements their own frame-rate-sensitive rendering to maintain a given frame rate (something some console games do already, as I understand it)
Can someone explain why this is:
- better than triple buffering
- better than when a game developer implements their own frame-rate-sensitive rendering to maintain a given frame rate (something some console games do already, as I understand it)
And stuttersCurrently you have to sacrifice some effects to maintain 60fps. With this, you can render at 40 (or go down to 40 occaisonally) and it still looks good.
What I'm getting at is why is this relevant to games when developers already know how to sync to presentation time?
Or is this just for lazy PC developers (or those encumbered by shit in the API) and gamers with cheap cards that can't maintain 30 or 60 fps?
Game developers are already synchronising, so there's nothing new here. Doing it in hardware is an alternative for the subset of games where it makes a difference: if you're running Titan, about 5 games at 1920x1080?New: sink is synchronous to source. No such artifacts by definition. The beauty of this thing for Nvidia is that they have fundamental signal theory principles backing them up on this.
And stutters![]()
Game developers are already synchronising, so there's nothing new here. Doing it in hardware is an alternative for the subset of games where it makes a difference: if you're running Titan, about 5 games at 1920x1080?
You can't synchronize after the fact.Game developers are already synchronising, so there's nothing new here. Doing it in hardware is an alternative for the subset of games where it makes a difference: if you're running Titan, about 5 games at 1920x1080?
You don't have to predict anything. You can take the opposite approach: increase effects progressively (at 60 fps) until you hit your rendering-time budget.In single player games, there are still things that can cause difficult to predict framerate drops. For instance a fast scrolling camera while several explosions are happening and the player is doing something that generates particle effects. These are the moments you can least afford latency drops, but they are also the most likely moments to see them with vsync or triple buffering enabled.
That's stutter:Gone. If your frame timings are 25, 26, 27, 25, 25.5....., your monitor redraws frames at 25, 26, 27, 25, 25.5.....
You don't have to predict anything. You can take the opposite approach: increase effects progressively (at 60 fps) until you hit your rendering-time budget.
There is nothing surprising to the game about the twin facts of an explosion and the camera moving fast at the same time.
It's just that game developers have got away with being non adaptive.
No different to game developers getting away with no anti-aliasing.
Can someone explain why this is:
- better than triple buffering
- better than when a game developer implements their own frame-rate-sensitive rendering to maintain a given frame rate (something some console games do already, as I understand it)
Low levels of eyecandy, low framerate and low resolutions are not techDevelopers on (previous gen) consoles already have the tech to solve latency/tearing/jitter problems.
You aren't paying attention. There is no reason to go for broke on the first difficult frame when the effects step up a notch.So your solution is to use say 25% of available graphics resources so that the one event that can happen 1% of the time in level X renders at 60 fps?
And you really think that is viable?
I don't see a universal hardware solution here, do you?A universal hardware solution is far superior to custom rolled solutions for every game that come with their own problems.
Nope, no Ubisoft game has ever had GPU PhysX.