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Pre-rendered frames etc. (continued from G-Sync 101 article)

Talk about NVIDIA G-SYNC, a variable refresh rate (VRR) technology. G-SYNC eliminates stutters, tearing, and reduces input lag. List of G-SYNC Monitors.

Re: Pre-rendered frames etc. (continued from G-Sync 101 arti

Postby MatrixQW » 03 Feb 2019, 15:47

jorimt wrote:But then they'd have to publicly acknowledge an FPS limiter is required to stay inside the G-SYNC range at all times, and that the V-SYNC option works differently within the G-SYNC range.

The first part is obvious, anyone even without knowledge can understand it. So NVIDIA would be doing themselfs a favor.
The second part is complicated. They should make it clear to avoid negative comments pointing G-Sync doesn't work.
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Re: Pre-rendered frames etc. (continued from G-Sync 101 arti

Postby pegnose » 25 Mar 2019, 15:14

Chief Blur Buster wrote:<Blur Busters Technology Pandora Box>

[...]

</Blur Busters Technology Pandora Box>



Sir Chief Blur Buster, I have to deeply apologize for having you write down such a detailed and profound reply and to not read it for such a long time! My new job demands a lot of me and I had to cut down on most extra-curricular activities for a while. I want to quickly state that I read your post completely and it made me understand why dynamic overdrive is inevitable for VRR. I have done high-speed recordings of LCDs during my PhD and am familiar with pixel response times. But I never made it clear to myself that average pixel color will change in both cases, if you increase as well as decrease frame intervals - as a constant average color always has to be computed over the same amount of pixel state in (your) three 33%-stages. I got that now, thanks a lot!
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