Mesha44 Posted April 15, 2018 Posted April 15, 2018 Do you mean Vsync. It sets the frame rate on your game to the same as the refresh rate of you monitor. So for me it would be 60 fps and 60 hrz. Turn it on if you have issues with tearing in the scene. Otherwise leave it off.
BadBud Posted April 15, 2018 Author Posted April 15, 2018 Turned it on and had issues with controllers buttons. So turned off. Should not have caused issues? Thanks, BadBud
Bilbo_Baggins Posted April 15, 2018 Posted April 15, 2018 It's got nothing to do with controller buttons. Google is your friend 1
Sambot88 Posted April 16, 2018 Posted April 16, 2018 Vsync is a feature that can help in situations where framerates are out of whack. If you're having wierd screen tearing effects when you try to move your head around you probably need to use Vsync. Source: I had wierd screen tearing effects and I fixed them by turning on Vsync.
BOO Posted April 16, 2018 Posted April 16, 2018 Whilst it has quite a few drawbacks such as halving your frames if the drop below your monitors refresh rate but on a 60hz monitor, in a set up that producing between 61 and 80 fps average it will help smooth out the frames evenly. This is because it doesn't cap the frames but instead tells the game engine only to produce the number of frames each second that your monitor supports. Adaptive vsnyc works differently in that it switches off if your frames drop below the refresh. This can introduce a little stagger but the main noticeable effect is a weird band on the screen as it switches on and off (like a ripple of water in a peccary dish) Fast sync is really for rigs that can produce at least double the frames of the monitors refresh rate. It works by using two buffers that "flip flop" into the front buffer. This tech helps to reduce the lag associated with vsync but also can have some nice graphic improvements on things like the prop. It does not magically allow you to see 90fps on a 60hz monitor as some posts claim. The problem with fast sync occurs when the rig cant render enough frames. In this case frame times can be uneven as a result of the gPU hanging onto the currently displayed frame or displaying a an older frame than anticipated because one of both of the back buffer have not been able to populate in time. 1
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