what exactly causes screen tearing. i always felt that it was because the hardware constraints which forces render to move on to the next frame and displays the incomplete rendered frame. but is it more of an issue of the refresh rate not matching the update rate. like the monitor polling from the buffer prematurely. and for double buffered the monitor polling from the front buffer while mid-way though copying from the back buffer (polling midway though a copy operation from the back to front buffer).
so does that mean that all frames are in fact being rendered in the hardware even when we see them as torn on screen?
also please dont respond with ways to mitigate it like vsync, triple buffering that doesnt answer the question.
so does that mean that all frames are in fact being rendered in the hardware even when we see them as torn on screen?
also please dont respond with ways to mitigate it like vsync, triple buffering that doesnt answer the question.
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