3 ms·
>> That is subjective, i do not want the input latency induced by synchronizing to the monitor's refresh rate in my desktop as it makes it feel sluggish. Only
by phkahler 3y ago
>> That is subjective, i do not want the input latency induced by synchronizing to the monitor's refresh rate in my desktop as it makes it feel sluggish.
Only if the DE or application can't keep up. Oh, it overran the frame time, so let's just dump half of it to screen...
I'm still baffled that this is a problem. I tried ray tracing a hierarchy of rectangles decades ago and it was pretty fast. Should be better than real time today, and that's doing it the expensive way. I suppose the challenge is composting stuff from different processes every frame.
- badsectoracula 3y agoIt is not about performance/throughput. There are various factors at play: first of all, the synchronization is basically waiting for the monitor to finish displaying the last image before you send the new one. Second, unless the application takes over the screen (e.g. fullscreen games), the applications do not run in sync with the window system (and you do not want that because you do not want a single application to cause problems for other applications like hogging the screen updates). When you combine these two there is nothing really the application can do. As you wrote: > I suppose the challenge is composting stuff from different processes every frame. This is a significant part of the issue, though the fact that synchronization essentially means waiting is also another one (without synchronizing you get partial frames but those partial frames are still feedback for the user that makes the desktop feel more responsive).