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Serious Statistics Pt. 2: The Sync Encounter

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Fullscreen - No V-Sync:

First up is just running without any v-sync at all, which for this game means running it in Fullscreen (also known as exclusive fullscreen). In this display mode, the game engine has its greatest control over the connection to the display, so it can push frames into the front frame buffer as it wishes, irrespective of the monitor's refresh rate.

Probably not the most interesting page in this article, but it does represent the baseline, so here are the frame time course graphs for all of the Fullscreen – No V-Sync runs, both GTX 1080 and Vega 64 and both DirectX 11 and Vulkan.

 

 

 

 

 

GTX 1080 - DX11

GTX 1080 - Vulkan

Vega 64 - DX11

Vega 64 - Vulkan

 

Since display time is also a stat we are interested in, here are those course graphs:

GTX 1080 - DX11

GTX 1080 - Vulkan

Vega 64 - DX11

Vega 64 - Vulkan

 

Next are the frequency plots for display time:

GTX 1080 - DX11

GTX 1080 - Vulkan

Vega 64 - DX11

Vega 64 - Vulkan

 

Finally we have the latency graphs, which show the difference of MsUntilDisplayed and MsUntilRenderComplete. Both of these measurements start when the Present() call is made and stop when either the frame is sent to the display or rendering finishes, so the difference is the time the rendered frame had to wait. There are a number of odd things that can happen with these graphs, as you will see later, but right now we see they are just flat lines at 0, because the frames are being sent to the front frame buffer immediately.

GTX 1080 - DX11

GTX 1080 - Vulkan

Vega 64 - DX11

Vega 64 - Vulkan

 

Nothing too special here, so we can move on.




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