RFC for a render API to support adaptive sync and VRR

Michel Dänzer michel at daenzer.net
Tue Apr 10 17:06:27 UTC 2018


On 2018-04-10 06:26 PM, Cyr, Aric wrote:
> From: Koenig, Christian Sent: Tuesday, April 10, 2018 11:43
> 
>> For video games we have a similar situation where a frame is rendered
>> for a certain world time and in the ideal case we would actually
>> display the frame at this world time.
> 
> That seems like it would be a poorly written game that flips like
> that, unless they are explicitly trying to throttle the framerate for
> some reason.  When a game presents a completed frame, they’d like
> that to happen as soon as possible.

What you're describing is what most games have been doing traditionally.
Croteam's research shows that this results in micro-stuttering, because
frames may be presented too early. To avoid that, they want to
explicitly time each presentation as described by Christian.


Maybe we should try getting the Croteam guys researching this involved
directly here.


-- 
Earthling Michel Dänzer               |               http://www.amd.com
Libre software enthusiast             |             Mesa and X developer


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