3 ms·
Variable refresh rate monitors don't solve hitching due to variable computation. In order to render an animation smoothly, you have to know precisely when a fra
by smaddox 6y ago
Variable refresh rate monitors don't solve hitching due to variable computation. In order to render an animation smoothly, you have to know precisely when a frame will be displayed ahead of time, so that you can render the simulation precisely at that point.
- cma 6y agoI suppose if you know UI cache of some element will be invalidated this frame you can inject a delay up to expected upper bound in frame time increase it will cause and artificially hold back next frame flip by a variable amount if it takes less than the max expected delay. It could be tricky to get that from the GPU with all the queuing it can potentially do and stuff though.