Search found 41 matches
- 07 Jan 2021, 19:16
- Forum: G-SYNC
- Topic: G-sync and variable frame times causing undetectable stutter?
- Replies: 2
- Views: 296
G-sync and variable frame times causing undetectable stutter?
As I was recently tuning a game to run as consistently as possible on a G-sync display, I noticed that things weren't exactly as smooth as I had expected, even though no frame time indicators would suggest that the game had any trouble keeping up. Then I thought to myself how the nature of G-sync ma...
- 20 Dec 2020, 06:07
- Forum: Software Developers / Low-Lag Code / Game Programming
- Topic: Reliable and efficient busy-waiting?
- Replies: 4
- Views: 443
Re: Reliable and efficient busy-waiting?
...Oh, and what is your current use case? I'm curious. Nothing concrete, just experimenting and figuring out what works and how well as a part of a learning experience. 4. You can use high-precision timer events on some machines, but best is to timer until ~1ms prior, then busywait remaining of way...
- 14 Dec 2020, 03:56
- Forum: Software Developers / Low-Lag Code / Game Programming
- Topic: Reliable and efficient busy-waiting?
- Replies: 4
- Views: 443
Reliable and efficient busy-waiting?
I made a small OpenGL program from scratch that does little but alternate between black and white frames with some control of V-sync and frame rate using QueryPerformanceCounter spinning. When it works, it works surprisingly well. Using a refresh rate set to exactly 60Hz, the tear line manifesting i...
- 25 Nov 2020, 07:43
- Forum: General — Displays, Graphics & More
- Topic: sRGB emulation on Wide Color Gamut monitors
- Replies: 3
- Views: 664
Re: sRGB emulation on Wide Color Gamut monitors
Not even native sRGB monitors always get it right. Some models forego the linear EOTF portion and instead approximate a natural 2.2 curve. While this reduces perceived banding, it also has a tendency to crush details on screens with typical contrast ratios. To be fair, it was never really clear whic...
- 25 Nov 2020, 07:32
- Forum: General — Displays, Graphics & More
- Topic: Exact refresh rates of consoles
- Replies: 2
- Views: 542
Re: Exact refresh rates of consoles
Digital foundry on YouTube has frametime measurements for consoles in most of their reviews. Those don't really reveal much, only that games are capped at somewhere around 120Hz with some drops here and there. I did however discover something revelational. https://www.youtube.com/watch?v=SC2kVsubQn...
- 25 Nov 2020, 06:51
- Forum: Input Lag / Display Lag / Network Lag
- Topic: Is it true Ryzen has higher input lag than Intel? Is there conclusive data to prove this?
- Replies: 166
- Views: 40007
Re: Is it true Ryzen has higher input lag than Intel? Is there conclusive data to prove this?
So is the new Ryzen still a "DUD"? I thought the numbers seen in CS:GO were promising. I've been on the verge of pulling the trigger since Intel still disappoints with 14nm, but it looks like this will defer my decision.
Good work.
Good work.
- 20 Sep 2020, 13:12
- Forum: General — Displays, Graphics & More
- Topic: Exact refresh rates of consoles
- Replies: 2
- Views: 542
Exact refresh rates of consoles
Now that 120Hz is becoming a standard among consoles, I was wondering what the exact measurements for them are. I'm used to seeing variations among monitors on high-rate monitors on the PC. Many of them have timings that match 60Hz exactly, but they more often than not fall slightly short of 120Hz. ...
- 24 May 2019, 17:38
- Forum: Test UFO Motion Tests
- Topic: Motion blur insertion test?
- Replies: 1
- Views: 2491
Motion blur insertion test?
One kind of test that doesn't seem to be among the many available is a comparative showcase of using motion blur/anti-temporal aliasing, seeing as this is a hot subject in the context of video game rendering. The saying goes that games can look "weird" because individual frames with movement remain ...
- 04 Mar 2019, 18:46
- Forum: General — Displays, Graphics & More
- Topic: Ideal desktop contrast ratio
- Replies: 1
- Views: 793
Ideal desktop contrast ratio
For a long time, it seems like the contrast ratio of typical flat panels has with a few exceptions stagnated at 1000:1. With the advent of HDR, we're finally seeing contrasts skyrocket. However, is it the right thing to retrofit SDR desktop environments with these advancements? There are two problem...
- 24 Nov 2018, 13:16
- Forum: Input Lag / Display Lag / Network Lag
- Topic: Networked input lag
- Replies: 2
- Views: 1295
Networked input lag
So the focus here is mostly on the issues surrounding displays and graphics hardware, but I miss seeing some more thorough documentation and explanation of how networked gaming affects the overall pipeline. Now, the tried methods of measuring input lag are probably not going to be affected by networ...