2 ms·
I discuss tearing here: https://james.darpinian.com/blog/latency-techniques#tearing-prevention https://james.darpinian.com/blog/latency-techniques#tearing-... a
by modeless 4y ago
I discuss tearing here: https://james.darpinian.com/blog/latency-techniques#tearing-prevention https://james.darpinian.com/blog/latency-techniques#tearing-... and here https://james.darpinian.com/blog/latency-platform-considerations#directx https://james.darpinian.com/blog/latency-platform-considerat...
Tearing is a pretty bad artifact so I wouldn't say that enabling it is ideal. I'm a stickler for low latency but even I don't think it's worth it in most cases. It's possible to achieve great latency without tearing. The ideal swap mechanism would be VRR when available.
Those GL extensions likely predate modern composition window managers and fail to work when compositing is enabled. As I discuss in the platform specific considerations section, tearing on Windows requires either full screen, or Multiplane Overlay which is not supported by OpenGL.
- ad8e 4y agoOn a non-VRR display, I believe it's nicer to have a momentary tearline near the top of the screen than a momentary frame skip. The stutter is more noticeable than the tearline. (Some feature of how GPUs work means that tearlines landing exactly at vsync are mysteriously delayed half a frame. Maybe someone else knows why, since I don't and neither do the people I talked to.)