Reply 20 of 35, by Gemini000
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"Adaptive V-Sync" basically means if the FPS wants to be over the monitor refresh rate, sync it, if not, don't, since if you try to sync at a framerate just under the refresh rate of the monitor, you end up with HALF of the framerate your monitor can handle. (59 FPS becomes 30 FPS on a 60 Hz monitor.)
"Triple Buffering" is a much older methodology that unfortunately has never been well adopted following the advent of hardware acceleration, thus why Adaptive V-Sync even exists, but what it does is buffers the frame that's about to be rendered and renders it immediately after a vertical sync occurs, while allowing the game itself to continue doing its thing. Triple Buffering basically gives you the FPS potential of non-vsyncing with the anti-shearing of vsyncing.
Either way you slice it though, the moment you try to sync one framerate to another that doesn't evenly match up, you break the perception of that framerate. Without syncing, this results in shearing. With syncing, this results in frame jitter that makes the player perceive a lesser framerate than they're actually getting.
I do agree though that even though G-Sync is a step in the right direction to eliminate these problems forever, it's gonna need to become an industry standard and not just a proprietary format before it becomes anything more than a novelty.
--- Kris Asick (Gemini)
--- Pixelmusement Website: www.pixelships.com
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