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Serious Statistics Pt. 2: The Sync Encounter

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Fullscreen – Frame Rate Target Control:

At this point we have only one v-sync technology left, and this is an AMD-only technology as there is no NVIDIA counterpart. It is Frame Rate Target Control, which is simply a driver-side frame rate limiter, so the results should look familiar.

Vega 64 - DX11 - FRTC

Vega 64 - Vulkan - FRTC

 

The points are more dispersed than the in-game limiter, but this is hardly surprising as a driver-side solution is likely never going to be as elegant and efficient as an in-game solution.

Vega 64 - DX11 - FRTC

Vega 64 - Vulkan - FRTC

 

Looking at the display time data, we see the dots almost completely fall on the one-frame-later mark, which is exactly what we want. Because of this, I am not going to bother with the frequency plot.

Vega 64 - DX11 - FRTC

Vega 64 - Vulkan - FRTC

 

Like we have seen several times before, and as we should expect to a point, using FRTC does not impose any special latency like double buffering does. As we are in fullscreen here, the frames can be sent to the display as quickly as they are rendered, but FRTC ensures they are rendered at a specific rate, and I have it set to match my display's refresh rate currently. (Frame Rate Target Control can also be helpful to reduce GPU power usage by having it do less work while still running at the display's refresh rate or a bit faster.)




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