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Serious Statistics Pt. 2: The Sync Encounter

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Fullscreen – Driver V-Sync:

Both AMD and NVIDIA drivers offer the ability to externally impose v-sync on a game, but unfortunately it currently appears the basic v-sync option is not working on my Vega 64. Hopefully this will be fixed in a future driver update, but as it is currently not working for me, I am not going to include the data I collected for it. That leaves just the NVIDIA driver's v-sync option, which is also something limited to fullscreen applications, so we will not be seeing the borderless data I collected either, and I believe it does not work with Vulkan either. With those points covered, time to get to the graphs.







GTX 1080 - DX11


I am not sure of the exact method the NVIDIA drivers use for this option, but it looks to be double buffering based on how the frame times all fall along the 16.667 ms mark.

GTX 1080 - DX11


Naturally we see here the frames are going to the display one frame later, which is exactly what we would expect, so there is no reason to see the frequency plot.

GTX 1080 - DX11


As would be expected for double buffering, we are seeing some frame latency here. In fact the graph is very similar to what the in-game v-sync option game us. It is worth noting though that except for a few outliers, all of the points on this graph are below 16.667 ms, so the frames are being shown within one frame after being rendered.

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