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wa008 | 9 days ago
The engine section is the part most developers seem to ignore. A locked 60fps doesn't mean 16ms latency, and that gap make me surprise
wa008 | 9 days ago
The engine section is the part most developers seem to ignore. A locked 60fps doesn't mean 16ms latency, and that gap make me surprise
tadfisher|9 days ago
I think most people get their information from help blurbs in settings menus for PC games, which are often hilariously vague or incorrect.
amabito|9 days ago
xeonmc|9 days ago
2. Triple buffering does not reduce latency compared to unsynced tearing. It’s a spatial vs temporal tradeoff between whether to let frequency mismatches manifest as tearing or jitter. For passive consumption of motion, losing temporal consistency in exchange for spatial cohesion is the better tradeoff and so triple buffering is appropriate. For active controls of motion and its feedback, temporal consistency is absolutely critical whereas spatial cohesion while in motion is far, far less important, so triple buffering is unacceptable in this use case.
PowerElectronix|9 days ago
If you wanna minimize latency, you'd want always the most recent information available, which vsyc or buffering does not provide. You trade that for tearing with those schemes.