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Serious Statistics Pt. 2: The Sync Encounter

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Fullscreen – V-Sync:

We are still working in Fullscreen, but now we have the game's v-sync setting enabled. I am not certain but my guess is it uses double buffering. Remember with double buffering the engine can only render as quickly as the back buffer is free so my monitor's 60 Hz refresh rate is imposed on it. Because of this, we can expect these graphs to resemble flat lines.

 

 

 

 

 

 

GTX 1080 - DX11

GTX 1080 - Vulkan

Vega 64 - DX11

Vega 64 - Vulkan

 

Since the frame times were mostly all falling on the 16.667 ms mark, we see a mostly flat line.

GTX 1080 - DX11

GTX 1080 - Vulkan

Vega 64 - DX11

Vega 64 - Vulkan

 

As expected, the display times almost all fall along the one-frame-later line, so each frame was sent 16.667 ms after the previous. For this reason, the display time frequency is hardly necessary, so we can move on to the frame latency graphs.

GTX 1080 - DX11

GTX 1080 - Vulkan

Vega 64 - DX11

Vega 64 - Vulkan

 

Now we are seeing what many gamers try to avoid, an actual latency or lag between when a frame is rendered and then sent to the display. In this case it falls along the 16.667 ms line, which makes sense as it waits in the back buffer for as long as it takes the front buffer to empty, and that is 16.667 ms. This is why triple buffering exists, and that is what we are going to look at next.




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