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Serious Statistics Pt. 2: The Sync Encounter

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Fullscreen – Fast and Enhanced Sync:

As these two technologies are meant to be counterparts, it seems appropriate to have them share a page. Both are meant to be more intelligent forms of vertical sync that will not limit a game's frame rate but will also not allow for screen tearing at high frame rates. When NVIDIA first made Fast Sync available, the description it gave for it made it sound very similar to triple buffering, but with one catch. Fast Sync requires the engine is rendering at a multiple of the monitor's refresh rate, so if you have a 60 Hz monitor like mine, you need the game to be going at 120 FPS, 180 FPS, and so on. For this game that is achievable for my computer, and likely plenty of others, but for other games it might not be. You can actually see the jumps between these performance levels in the course graphs.

 

 

 

GTX 1080 - Fast Sync

 

Enhanced Sync is the AMD counterpart to Fast Sync, but unfortunately I have not seen a clear description of exactly what it does. There is a good chance it is also like a driver-side triple buffering but I am unsure if it has the multiple requirement Fast Sync does. I am also not entirely sure if it is working for me either, but when I tested it in other games I did notice screen tearing going away at arbitrary, high frame rates. This would seem to suggest then that Enhanced Sync does not have this multiple requirement, but then it is also possible my eyes were failing to spot the screen tearing. (I saw where it was tearing without any v-sync first and then enabled Enhanced Sync to see it was not there, but this is not a strong confirmation.) In any case, as you can see in the frame time graph, there is no sudden transition or jumping between specific targets, which would also be the case if we were just running in fullscreen without any v-sync technology.

Vega 64 - DX11 - Enhanced Sync

Vega 64 - Vulkan - Enhanced Sync

 

With the display times we see the same patterns as above, with Fast sync jumping between specific marks and Enhanced Sync more smoothly transitioning between them.

GTX 1080 - Fast Sync

Vega 64 - DX11 - Enhanced Sync

Vega 64 - Vulkan - Enhanced Sync

 

In the display time frequency plots we can see how Fast Sync has two clear peaks. Enhanced Sync also seems to show two peaks, but they are less distinct, so this could be a fluke in the data.

GTX 1080 - Fast Sync

Vega 64 - DX11 - Enhanced Sync

Vega 64 - Vulkan - Enhanced Sync

 

Coming to the latency graphs we see that PresentMon/OCAT is not catching any latency for either method. We have been seeing this with other methods as well, but like most of those, these should have minimal latency because of how they both allow for high frame rates. There should technically be some latency, but far less than double buffering would create.

GTX 1080 - Fast Sync

Vega 64 - DX11 - Enhanced Sync

Vega 64 - Vulkan - Enhanced Sync




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