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Another thing is that menus do not behave properly. When you apply settings it says, save? As if you're trying to exit the options in their entirety.
I think most people know about broken Benchmark / Game Start being mixed together.
I've not actually played yet because of the several issues I've already had but I'll give story a start in a mo. I wouldn't be surprised if I run into problems though. Specs on my profile.
changed vsync settings to "off" and applied, then back to "on" and reapplied. frame rates went back to 60fps.
strange.
To fix this just switch to adaptive vsync . Instead of locking you to 30fps if your framerate drops , it will instead turn off vsync until your framerate returns back to equal your monitors refresh rate , then vsync turns back on . Hence why it's called adaptive . Downside to this though is you will get screentearing when you drop frames as vsync turns off.
Hope that helped .
"adaptive vsync" disables vsync at lower frame rates to eliminate the stuttering that occurs but enables it at higher frame rates to eliminate the screen tearing.
to lock your frames at 30 or 60 or any specific fps either a game or a 3rd party software has to do this outside of vsync. and if the frame rate is locked at or below your display's refresh rate then there is no point to vsync at all.
Not exactly, here's what I've researched on it before.
Quoting a post of mine from awhile back.
'Its main purpose is to eliminate screentearing, you have a frame buffer and a back buffer, the monitor grabs a frame from the frame buffer to refresh with it while the video card draws new frames into the back buffer then copies it into the frame buffer when its done. This sometimes causes screen tearing as the monitor doesn't wait for the video card to finish copying the new frame to the frame buffer, the monitor just simply grabs the unfinished "torn" image. Vsync corrects this issue by adding in a rule telling the video card not to copy new frames from the back buffer to the frame buffer until right after the monitor refreshes, this way the monitor will grab a finished image thats fully copied to the frame buffer instead of an incomplete torn one, also effectively capping your framerate equal to your monitors Refresh Rate. Vsync is only bad when you're system isn't capable of achieving a framerate beyond your refresh rate because the video card is slower at copying frames to the frame buffer crippling the whole operation, basically the monitor will grab the same frame over and over again until the video card finishes copying a new frame from the back buffer into the frame buffer, and because it cannot finish copying a new frame until right after the monitor refreshes, it spends its time waiting for a refresh to occur so it can copy a new frame instead of drawing new frames to the back buffer, this lowers the overall framerate. To fix this issue though, we have Triple-Buffering, which basically adds another back buffer, so now you have framebuffer/backbuffer/and another backbuffer, while a frame is grabbed by the monitor the video card starts copying 2/3 of the second frame to the back buffer and at the same time draws 2/3 of the new frame to the second back buffer, after that, the monitor then grabbs the first frame again, now the second frame is finished copying to the frame buffer and the first part of frame 3 into the back buffer, then 2/3 of the new frame is prepared in the second back buffer. Triple-Buffering basicaly fixes the issue of having framerate loss with vsync by allowing the video card to prepare new frames into the second back buffer while it tries to copy a frame to the frame buffer. "
consoles have ingame designs and very few PC games use the same feature that works like you stated and will jump back and forth from 24 or 30 to 60 without allowing the steady fluctuations. but it isn't vsync.