RFC for a render API to support adaptive sync and VRR

Nicolai Hähnle nicolai.haehnle at amd.com
Tue Apr 10 17:48:11 UTC 2018


On 10.04.2018 19:25, Cyr, Aric wrote:
>> -----Original Message-----
>> From: Michel Dänzer [mailto:michel at daenzer.net]
>> Sent: Tuesday, April 10, 2018 13:16
>>
>> On 2018-04-10 07:13 PM, Cyr, Aric wrote:
>>>> -----Original Message-----
>>>> From: Michel Dänzer [mailto:michel at daenzer.net]
>>>> Sent: Tuesday, April 10, 2018 13:06
>>>> 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.
>>>
>>> Yes, I agree completely.  However that's only truly relevant for fixed
>>> refreshed rate displays.
>>
>> No, it also affects variable refresh; possibly even more in some cases,
>> because the presentation time is less predictable.
> 
> Yes, and that's why you don't want to do it when you have variable refresh.  The hardware in the monitor and GPU will do it for you, so why bother?

I think Michel's point is that the monitor and GPU hardware *cannot* 
really do this, because there's synchronization with audio to take into 
account, which the GPU or monitor don't know about.

Also, as I wrote separately, there's the case of synchronizing multiple 
monitors.


> The input to their algorithms will be noisy causing worst estimations.  If you just present as fast as you can, it'll just work (within reason).
> The majority of gamers want maximum FPS for their games, and there's quite frequently outrage at a particular game when they are limited to something lower that what their monitor could otherwise support (i.e. I don't want my game limited to 30Hz if I have a shiny 144Hz gaming display I paid good money for).   Of course, there's always exceptions... but in our experience those are few and far between.

I agree that games most likely shouldn't try to be smart. I'm curious 
about the Croteam findings, but even if they did a really clever thing 
that works better than just telling the display driver "display ASAP 
please", chances are that *most* developers won't do that. And they'll 
most likely get it wrong, so our guidance should really be "games should 
ask for ASAP presentation, and nothing else".

However, there *are* legitimate use cases for requesting a specific 
presentation time, and there *is* precedent of APIs that expose such 
features.

Are there any real problems with exposing an absolute target present time?

Cheers,
Nicolai



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