Correct, thus the closer to the source the better, as in-game limiters are at the level where the render time of a frame is actually calculated in the first place.RealNC wrote:An in-game limiter can know when a good render-start-time would be without actually having to render anything.
Thanks Chief, and don't worry, these were easy, single run spot tests to clear up lingering questions on the G-SYNC article concerning MPRF.Chief Blur Buster wrote:Take it easy on Jorim. We need him to create additional content!
I'd like to delve deeper into this issue in the future, and maybe create a dedicated article, as RealNC brings up a good point; it doesn't get covered often, if at all.
This was merely the initial research that would ultimately facilitate the final testing for a possible eventual article, much like what I did with my original G-SYNC thread when I started this all late last year.
RealNC and Sparky clarified enough to give me the knowledge to test this further in a more official capacity, if/when necessary.