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| wetzel |
| Rank 1 |
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| 31 Posts |
| registered: 30.11.2009 |
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I turned vsync off after getting wicked headaches and massive frustration from feeling the input lag.
I also bought a 120hz monitor and it made a HUGE difference. I also have very high level of perception for these kinds of things though, so I doubt it'd be a good investment for just anyone.
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SM wrote:
you obviously aren't understanding
unless I misunderstood the context in your post, I'm not misunderstanding vsync like you appear to be
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| SM |
| Rank 1 |
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| 46 Posts |
| registered: 30.11.2009 |
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-Mr-Bojangles wrote:
[quote=SM]you obviously aren't understanding
unless I misunderstood the context in your post, I'm not misunderstanding vsync like you appear to be
I would venture a guess that you aren't comprehending either, but IDGAF
all I can say is read the article someone else posted earlier
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vsync should NEVER be used unless you REALLY hate tearing. I get 200+ FPS in l4d2 and the tearing can become very noticeable; however, the cost of turning vsync on is much too great! vsync DESTROYS twitch. The input lag may not be as noticeable for people who take their time moving from target to target.. but if you are snapping very quickly, the delay makes the game almost unplayable. Here's a general rule: for first person shooters, vsync should be off. For RPG/RTS, vsync is fine. Just my 37 cents..
Stand there and watch me while I go from full health to no health by one hunter. |
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| CanadaRox |
| Rank 5 |
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| 313 Posts |
| registered: 26.11.2009 |
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SM wrote:
[quote=-Mr-Bojangles] SM wrote:
you obviously aren't understanding
unless I misunderstood the context in your post, I'm not misunderstanding vsync like you appear to be
I would venture a guess that you aren't comprehending either, but IDGAF
all I can say is read the article someone else posted earlier
The apparent information that you don't see on the extra rendered frames isn't displayed if the frames are rendered or not so that is a moot point. (Most LCDs can only show 60FPS, so whether you render 1000000FPS or 60FPS, the information between those frames is "lost"). Vsync should only be used if you can't stand tearing or use scripts that are time dependent (constant FPS means wait commands are the same length of time).
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| SM |
| Rank 1 |
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| 46 Posts |
| registered: 30.11.2009 |
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so basically what Im gathering is no one here actually read the article? since your missing out on information anyways, triple buffering at least makes sure it is the most current data possible. And I think a ton of people don't really understand the difference between triple and double buffering. Nor when it is actually being used. Without true triple buffering, yes vsync is a terrible idea for an fps. But if you have a utility that forces triple buffering, or the game itself offers it as an option(like l4d2) it is most definitely a valid option for some people.
vsync is a personal preference, I was suggesting reasons why some people might benefit from it. Maybe for you it "destroys" your ability to make twitch shots, but really what that means to me is that you can't or won't adjust your technique. In games where you are heavily dependent on twitch it might pose a SLIGHT disadvantage, but l4d2 isn't that dependent on making twitch shots. Some people actually have an easier time with it on, some people don't. I have no problem getting twitch shots with it on, and many people I know prefer it on as well.
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SM wrote:
triple buffering at least makes sure it is the most current data possible. And I think a ton of people don't really understand the difference between triple and double buffering. Nor when it is actually being used. Without true triple buffering, yes vsync is a terrible idea for an fps. But if you have a utility that forces triple buffering, or the game itself offers it as an option(like l4d2)
There's a difference between using the words "Triple Buffering" for a setting and it legitimately triple buffering.
Have less good faith.
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SM wrote:
so basically what Im gathering is no one here actually read the article? since your missing out on information anyways, triple buffering at least makes sure it is the most current data possible. And I think a ton of people don't really understand the difference between triple and double buffering. Nor when it is actually being used. Without true triple buffering, yes vsync is a terrible idea for an fps. But if you have a utility that forces triple buffering, or the game itself offers it as an option(like l4d2) it is most definitely a valid option for some people.
vsync is a personal preference, I was suggesting reasons why some people might benefit from it. Maybe for you it "destroys" your ability to make twitch shots, but really what that means to me is that you can't or won't adjust your technique. In games where you are heavily dependent on twitch it might pose a SLIGHT disadvantage, but l4d2 isn't that dependent on making twitch shots. Some people actually have an easier time with it on, some people don't. I have no problem getting twitch shots with it on, and many people I know prefer it on as well.
Did you read the update to the article or the comments in it? L4D/L4D2 doesn't use real tripple buffering, its a flip queue. The only advantage it offers over double buffering is not having your frame rate butchered by a whole multiplier should the card not be able to render at your monitors refresh rate. Please quit while you're behind, you might be spreading misinformation (that is if people are actually listening to you).
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| SM |
| Rank 1 |
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| 46 Posts |
| registered: 30.11.2009 |
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lol way to skim...and fail
please link to where you got your information on whether l4d2 uses true triple buffering or flip queue only. also, what page of the comments even mentions l4d2 not having it. Im not really interested in going through 18+ pages of comments just for your sake. Ive already checked out the first few and last few. The article doesn't say that all DX games with a triple buffering setting do it. It just states that some do. Also, if you had skimmed a little farther down from the article to the comments there are people talking about that exact issue. They mention the l4d series and valve games as being games that use true triple buffering. So if you want to try to make a point, please have something to back it up. And I don't mean by taking a small part of an article and applying it falsely to your argument to make it sound correct. Please give a reason why people should trust you over another random internet poster.
Besides, whether the l4d series has triple buffering or not, if you are that worried about whether there is true triple buffering in a game, you can take the 5 minutes to google, download, and install a third party program to force it. From there you can make your own judgment as to whether you prefer it on or not. Which was the point Ive had the whole time. So why act like I am trying convert people to some opposing religion to yours? Rhetorical question btw.
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| song |
| Rank 4 |
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| 172 Posts |
| registered: 11.12.2009 |
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i like it off now, i can definalty tell the mouse lag when v-sync is on
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| CanadaRox |
| Rank 5 |
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| 313 Posts |
| registered: 26.11.2009 |
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SM wrote:
please link to where you got your information on whether l4d2 uses true triple buffering or flip queue only.
http://www.anandtech.c...owdoc.aspx?i=3591&p=4
AnandTech wrote:
UPDATE: There has been a lot of discussion in the comments of the differences between the page flipping method we are discussing in this article and implementations of a render ahead queue. In render ahead, frames cannot be dropped. This means that when the queue is full, what is displayed can have a lot more lag. Microsoft doesn't implement triple buffering in DirectX, they implement render ahead (from 0 to 8 frames with 3 being the default).
The major difference in the technique we've described here is the ability to drop frames when they are outdated. Render ahead forces older frames to be displayed. Queues can help smoothness and stuttering as a few really quick frames followed by a slow frame end up being evened out and spread over more frames. But the price you pay is in lag (the more frames in the queue, the longer it takes to empty the queue and the older the frames are that are displayed).
In order to maintain smoothness and reduce lag, it is possible to hold on to a limited number of frames in case they are needed but to drop them if they are not (if they get too old). This requires a little more intelligent management of already rendered frames and goes a bit beyond the scope of this article.
Some game developers implement a short render ahead queue and call it triple buffering (because it uses three total buffers). They certainly cannot be faulted for this, as there has been a lot of confusion on the subject and under certain circumstances this setup will perform the same as triple buffering as we have described it (but definitely not when framerate is higher than refresh rate).
Both techniques allow the graphics card to continue doing work while waiting for a vertical refresh when one frame is already completed. When using double buffering (and no render queue), while vertical sync is enabled, after one frame is completed nothing else can be rendered out which can cause stalling and degrade actual performance.
When vsync is not enabled, nothing more than double buffering is needed for performance, but a render queue can still be used to smooth framerate if it requires a few old frames to be kept around. This can keep instantaneous framerate from dipping in some cases, but will (even with double buffering and vsync disabled) add lag and input latency. Even without vsync, render ahead is required for multiGPU systems to work efficiently.
So, this article is as much for gamers as it is for developers. If you are implementing render ahead (aka a flip queue), please don't call it "triple buffering," as that should be reserved for the technique we've described here in order to cut down on the confusion. There are games out there that list triple buffering as an option when the technique used is actually a short render queue. We do realize that this can cause confusion, and we very much hope that this article and discussion help to alleviate this problem.
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| Fleabz |
| Rank 5 |
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| 409 Posts |
| registered: 31.12.2009 |
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I've always had V-Sync on, is that why I suck?
http://steamcommunity....rofiles/76561198002842356
http://www.youtube.com/user/Fleabz |
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| SM |
| Rank 1 |
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| 46 Posts |
| registered: 30.11.2009 |
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Canada, are you implying that update in the article states that all directx games use the fake triple buffering? Because that isn't what it says. And that isn't even taking into account the third party programs I mentioned. Way to quote me asking for specific information about l4d2 and then post a portion of an article that doesn't mention it at all. Besides, you need to reread my post and the article because you obviously didn't understand them. Please don't waste the forum space. Post something coherent instead 2 random quotes and a link that have no relation to each other.
SM wrote:
lol way to skim...and fail
please link to where you got your information on whether l4d2 uses true triple buffering or flip queue only. also, what page of the comments even mentions l4d2 not having it. Im not really interested in going through 18+ pages of comments just for your sake. Ive already checked out the first few and last few. The article doesn't say that all DX games with a triple buffering setting do it. It just states that some do. Also, if you had skimmed a little farther down from the article to the comments there are people talking about that exact issue. They mention the l4d series and valve games as being games that use true triple buffering. So if you want to try to make a point, please have something to back it up. And I don't mean by taking a small part of an article and applying it falsely to your argument to make it sound correct. Please give a reason why people should trust you over another random internet poster.
Besides, whether the l4d series has triple buffering or not, if you are that worried about whether there is true triple buffering in a game, you can take the 5 minutes to google, download, and install a third party program to force it. From there you can make your own judgment as to whether you prefer it on or not. Which was the point Ive had the whole time. So why act like I am trying convert people to some opposing religion to yours? Rhetorical question btw.
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| CanadaRox |
| Rank 5 |
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| 313 Posts |
| registered: 26.11.2009 |
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I'm just giving you the link to what Jangles is talking about.
Jangles: Did you read the update to the article or the comments in it?
You: please link to where you got your information on whether l4d2 uses true triple buffering or flip queue only.
Me (quoting AnandTech): Microsoft doesn't implement triple buffering in DirectX, they implement render ahead ... Some game developers implement a short render ahead queue and call it triple buffering
If all X's are Y's, and A is an X, A is Y.
If DX doesn't implement triple buffering, and L4D2 uses DX, one can concluded that L4D2 doesn't implement triple buffering. Not sure what else they could possibly be implying other than that... I have provided a basic logical argument based on a reliable resource. You have said you read some comments (without links that you seem to so necessarily need) that says L4D uses triple buffering. How about you "don't waste the forum space" and "post something coherent" instead of a lack of quotes and links and disregarding things that clearly address what you ask.
So yes, based on the article you want me to re-re-re-re-re-re-read, I AM implying that L4D2 doesn't include true triple buffering NATIVELY. I'm sure when most people go to enable/disable a feature that is (said to be) included in-game, they don't search online for a third-party application to force it on for them.
SM wrote:
lol way to skim...and fail
please link to where you got your information on whether l4d2 uses true triple buffering or flip queue only. Link provided above, with basic inductive reasoning explaining why it applies to L4D2 also, what page of the comments even mentions l4d2 not having it. Im not really interested in going through 18+ pages of comments just for your sake. Ive already checked out the first few and last few. The article doesn't say that all DX games with a triple buffering setting do it. It just states that some do. Some implement a short render ahead queue, implying that the remaining ones use something else (aka 3 or longer) since DX doesn't include actual triple buffering. Also, if you had skimmed a little farther down from the article to the comments there are people talking about that exact issue. They mention the l4d series and valve games as being games that use true triple buffering. So if you want to try to make a point, please have something to back it up. An article run by a respectable tech website vs a few comments that you can't even be bothered linking us to. Tough call. And I don't mean by taking a small part of an article and applying it falsely to your argument to make it sound correct. Deduction is the most basic type of reasoning and you seem to be the one who is having trouble understanding it Please give a reason why people should trust you over another random internet poster. I am doing basic deductive reasoning of a reliable resource. You are talking about comments to an unreliable resource without even bothering to show us the comments. They could possibly be some super-genious that works for Valve and coded the Vsync functionality, or they could be some random scrub that read "triple buffering" and figured Valve wouldn't lie to them.
Besides, whether the l4d series has triple buffering or not, if you are that worried about whether there is true triple buffering in a game, you can take the 5 minutes to google, download, and install a third party program to force it. From there you can make your own judgment as to whether you prefer it on or not. Which was the point Ive had the whole time. So why act like I am trying convert people to some opposing religion to yours? Rhetorical question btw. I started by only stating that vsync does NOT make the image more accurate, and that disabling vsync does NOT make you lose information, two things that you had said.
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| SM |
| Rank 1 |
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| 46 Posts |
| registered: 30.11.2009 |
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lol, the fact that DX doesn't include triple buffering natively doesn't support your point. It doesn't mean that it is impossible to use it in DX at all. The fact that SOME developers use the fake triple buffering doesn't mean ALL that have the option do. Your logic skills are astoundingly bad. There is a difference between inferring something and making inaccurate assumptions(the latter is you by the way). The fact is you have no clue as to whether the option for triple buffering in l4d2 is the flip queue or the real thing. As far as the comments I mentioned, try the FIRST ONE right after that update portion you seem to be grossly misinterpreting. I never claimed the comments were 100 percent accurate, I just said to give me a reason to believe you over them. Which you have failed miserably at, because I am now convinced that you are not capable of objective, logical thought. Proof lies in your last post. You are literally changing the meaning of the wording in the update section to fit your viewpoint. Please stop pretending you have Sherlock Holmes quality reasoning skills. It is quite obvious that it isn't your strength, or even close to it.
I really don't care to argue with you any more, it is pointless. You are obviously arguing from opinion only and grabbing anything you can that you THINK supports your viewpoint. Learn to comprehend big words and get back to me.
To sum up for everyone who is contemplating vsync: Don't listen to someone telling you what to do. Try vsync for yourself. I suggest using d3doverrider to force triple buffering with vsync on if you want to experience the best possible. From there you can decide if it works for you.
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| SM |
| Rank 1 |
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| 46 Posts |
| registered: 30.11.2009 |
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CanadaRox wrote:
I started by only stating that vsync does NOT make the image more accurate, and that disabling vsync does NOT make you lose information, two things that you had said.
You either didn't read/comprehend the article, or you are retarded. Admit to one....
any response other than "I didn't read and/or comprehend the article" means you are retarded, because the article states exactly the opposite of what you claim.
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| CanadaRox |
| Rank 5 |
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| 313 Posts |
| registered: 26.11.2009 |
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Only the people of the lowest level of intelligence use personal attacks in an argument. Unfortunately, you seem to have attempted to insult me. Congrats.
HAY EVRY1!!! THIS PERSUN EEZ DUM:
SM wrote:
what you actually see can be more accurate
SM wrote:
what you actually see can be more accurate
SM wrote:
what you actually see can be more accurate
SM wrote:
what you actually see can be more accurate
SM wrote:
what you actually see can be more accurate
AND I'M WASTING FORUM SPACE OH NOEZ!!!!
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SOOOOOOOOO..i should either turn V-Sync off or put it on Triple Buffer is what you guys are saying(or arguing about XD)
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| Visceral |
| Rank 3 |
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| 144 Posts |
| registered: 22.11.2009 |
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Yeah, sure... I use vsync... on single player games. lawl
I'll make it real simple for you. You want to be good online? Turn OFF vsync. You want to have a great single-player experience? Turn ON vsync.
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| MUNKY |
| Rank 2 |
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| 69 Posts |
| registered: 30.11.2009 |
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no
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| revolutions in music are real | |
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SM wrote:
You either didn't read/comprehend the article, or you are retarded. Admit to one....
any response other than "I didn't read and/or comprehend the article" means you are retarded, because the article states exactly the opposite of what you claim.
The article states that for OpenGL games, tripple buffered vsync can be almost as good as no nvsync. Even with proper tripple buffering it still isn't as good as no vsync. You're the one who is being retarded here by refusing to admit that you're wrong.
Left 4 Dead's tripple buffering has painfully obvious input lag, I don't need to be told that it isn't being done properly or the way that article described it, I can see it and feel it for myself.
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| SM |
| Rank 1 |
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| 46 Posts |
| registered: 30.11.2009 |
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I stand by what I said. I personally don't care what you use or what your opinion is. As I have stated, vsync is a personal preference, often differing depending on the game as well. My goal was to give information and let whoever had an open mind to decide for themselves. If anyone in this thread is failing to admit something, it is everyone like yourself who can't admit that your solution or preference is not the ideal for everyone. Hopefully some people will actually realize that you and others have some faulty logic(for whatever reasons: be it that you didn't fully read/comprehend the article you cite, or that you simply choose to ignore the information that contradicts your point). I never tried to represent vsync as not having its drawbacks, but I still stick to my opinion that some people can find they prefer it. If that offends your own personal gamer dogma, I couldn't give a rats ass.
I suggest people try it with and without. If they want to take it a step further, try using some third party programs to force true triple buffering. I personally use them and I suggest them. I get the best balance of smooth visual quality and input responsiveness this way. You can find info on them in the Anandtech article, in the comments I believe.
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| Visceral |
| Rank 3 |
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| 144 Posts |
| registered: 22.11.2009 |
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I first noticed the effect of the screen tearing in Half-Life 2 single-player in the town of Ravenholm and in Bioshock and Bioshock 2.
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