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Unraveling the mystery of VSYNC (page 2 of 2)

Section 2 - The Developer's View

After playing around with a lot of games, I noticed that Vsync anomalies appeared more common in Direct3D games than they did in OpenGL. But why? What would make OpenGL different from Direct3D in that respect? I fired off an email to Jake Simpson, Lead Programmer - PSX2 project for Raven Software (makers of Soldier of Fortune) asking him just that. He was kind enough to take a few minutes and respond.

DS: Is there something different about how OpenGL handles Vsync than Direct3D?

JS: "There is no Vsync in OpenGL as a command. Most apps use the GLFlush command, sometimes followed by a GLFinish command. The GLFlush command basically says "Ok, what ever commands you have in your buffer, send 'em to the rendering device now, and get it working." It doesn't care where the raster is in the drawing sync, it just goes out and does it. The GLFinish command will then make the app wait until the rendering device has completed all the commands it has been sent up til then. This gives you the fastest feedback, fairly obviously. Now, depending on whether you are double buffering your video displays (ie rendering to the back one while the front one is being displayed) you might want to use a swapbuffers command. This means that you can afford to slap out commands to the rendering device when ever you feel like it, since it's always going to be rendering to an unseen buffer. The SwapBuffers command does what it says, it swaps the buffers between the front and the back. When it actually does this, ie at Vsync or just randomly whenever it can depends on the card you are using. Sometimes you can set the 'wait for Vsync' in the properties dialog for your card, sometimes it has to be set via registry options. It's messy and highly card dependant. Obviously working in a window you don't get any kind of Vsyncing going on."

DS: It almost seems like the Quake 2 and Quake 3 engines beg for Vsync to be disabled. Does this go back to question #1 or has John Carmack done something to sidestep the issue?

JS: "As for Quake II & III - John C. makes the game run the fastest he can. Obviously waiting for Vsync before window swapping can cause a slow down. If you take 1.1 frames to draw a scene, then wait for Vsync before swapping frame buffers that means that .9 of that frame is spent doing nothing on the card. The OpenGL context can accept commands and buffer them up, but it's not going to be doing any rendering until the buffers are swapped and the back buffer is unlocked for rendering again. You can see why this would slow the game down."

I spoke to Tim Sweeney, from Epic Games, to get a prospective of the Direct3D side. However his response, while not technical in nature, really got at the heart of the matter.

"I don't have any clue why someone would disable VSync for gameplay. The only legit reason for this is to benchmark 3D card performance without the monitor's refresh rate skewing the results. Regarding a 'philosophical VSync difference between Direct3D and OpenGL', that's nutty. There is no visual benefit to having a game render more frames per second than your monitor is displaying."

Finally, Paul Bonnette from MadOnion (the 3D Mark 2000 people) added to Tim's comments.

"Although I would agree that there are no actual 'visual' benefits to disabling vsync (in fact tearing can make things look pretty god-awful), the ability to squeeze a couple more frames per second is a tweak I used quite often when playing graphically intensive games on lower performance systems. Was there tearing...damned right! Did it speed up the games? Sure did, but when you're getting 15-20fps in your favorite game, anything is an improvement, and the odd graphic glitch is a worthwhile tradeoff!"

Bottom line - you can benchmark with Vsync disabled to test the peak performance of the video card. However, to get the most immersive gaming experience, leave Vsync enabled.

In the future I hope to get a technical response from a developer to the differences between OpenGL and Direct3D.


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