Post
by jorimt » 10 Nov 2018, 19:09
For the fun of it, I did briefly test the Witcher 3 gameplay to inventory ("I" button) test you suggested, in a scene that hovered around 100 FPS @144Hz:
1. Standalone V-SYNC = virtually stutterless transition
2. G-SYNC + V-SYNC "On" = approximately 0.5-1 sec perceived transitional stutter (varied instance to instance of course, due to given scanout progression + given occurrence of user input)
3. G-SYNC + V-SYNC "Off" = varied from brief tearing during transition to being nearly indistinguishable from scenario #1
As we already know, scenario #2 behaves such as it does because the frametime compensation mechanism adheres strictly to the VBLANK, while scenario #3 does not.
Whether scenario #2 could be improved by a hypothetical G-SYNC "3.0," I don't know, as if you adhere to the VBLANK, you're at the mercy of the scanout, which is static, and thus can cause fractions of a frame to (at very worst) a single frame of added "recovery" time from spikes with G-SYNC + V-SYNC "On" (perhaps this will be less of an issue with G-SYNC + V-SYNC at above 240Hz refresh rates in the future, as the scanout time further decreases).
Also, it should be noted, there is a difference between "0 to x FPS" (a clean, linear, replicable transition) and frametime spikes (randomized occurrences/spans of complete absence of frames output to the display from the system one or more frames at a time), with the former being the rarity, and the latter causing stutter no matter the syncing method (or lack thereof) in use.
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series
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