Granted, it's in the name ("G-SYNC 101") that my article sacrifices more complex explanation of V-SYNC to simply cover the "101" basics of why "G-SYNC" is better than traditional sync in the ways that it is. There are plenty of other sources available (as you've noted) that break V-SYNC functionality down in more detail.petrakeas wrote:it was a nice explanation nevertheless (better than the one presented in your article ).
Glad my post's last description was clearer for you though.
As far as I know, in exclusive fullscreen mode, Adaptive V-SYNC is using whatever V-SYNC the game is implementing (double or triple buffer) when the framerate is above the refresh rate.petrakeas wrote:The reason I suspected (not tested yet, but will test it when I find some time) that Adaptive VSync may be faster that NVCP VSync is that I think that the latter may add one extra frame buffer to the queue and thus add 1 extra frame of latency.
I think what you're suggesting is that Adaptive V-SYNC forces double buffer V-SYNC when above the refresh rate, no matter what.
Is that the case? I don't think so, but I can't be sure for all cases.
Though what that would simply mean is that, at best, Adaptive V-SYNC with the framerate above the refresh rate is still only as low lag as standalone double buffer V-SYNC without an FPS limit, and that standard V-SYNC with an FPS limit below the refresh rate still has lower lag than Adaptive V-SYNC at framerates above the refresh rate (which is the only time V-SYNC is actually active with Adaptive), be it double or triple buffer anyway.
From what I know, frames are only rendered ahead for when a set frametime can't be determined (fluctuating, uncapped framerate).petrakeas wrote:What I haven't figured out though (slightly off-topic) is how maximum pre-rendered frames play along with frame buffers of VSync.
For instance, if the system can sustain a constant 144+ FPS on a 144Hz monitor, and you limit the FPS to 141 with G-SYNC, the engine is now guaranteed a static, dependable frametime target, making the pre-rendered frames queue effectively 0, until, of course, the framerate drops below that limit, at which point pre-rendered frame creation will resume.
I have numbers from some of my previous off-the-record high-speed camera tests to back this up, with discussion:
viewtopic.php?f=5&t=3441&start=110#p26975
The tests in the above link show that an RTSS cap (with G-SYNC in this instance) effectively cancels out the pre-rendered queue in that scenario.
Not sure if it's exactly the same with V-SYNC, as I'm not really an expert on (or too interested in) the whole pre-rendered frames subject.