![]() ![]() In this example, the CPU and the GPU take approximately the same time to prepare and render the frame. Starting at the beginning of time, each system’s CPU receives the player’s position at the same time. ![]() We will be diving into this topic more in a later article. G-SYNC displays wait for the next frame to be completed by the GPU before refreshing the display - allowing the GPU to complete frames as fast as it can. Smaller tearing effects help remove distracting effects, helping players maintain focused on winning the game.Īs mentioned above, there are displays that use variable refresh rate technology, like G-SYNC, to give gamers the benefits of VSYNC OFF while removing tearing. At 240 FPS/Hz, the object's displacement between the two frames is smaller because the difference in time between the two frames is smaller - creating a smaller tearing effect. Similar to the animation steps, the distance the object travels between frames is greater at 60 FPS/Hz, so the displacement of the object between the two frames is greater - creating a larger tearing effect. Once the frame has been swapped, the remaining portion of the frame is rendered with the newer image - creating the offset known as a tear. Because the GPU rate is not fixed to the display rate, the GPU will effectively swap the next frame that has finished rendering mid-refresh. For the best performance, you want both to be high.Īs we can see, when the tear occurs, we see the bottom half of the object looking as if it moved forward, while leaving the original part behind. At the end of the day GPU -> FPS, Display -> Hz. When the FPS and the Hz differ, you can experience effects like tearing, but we will get into that later. A good way to think about FPS is: ‘how many frames, on average, does the GPU complete per second.’ There are displays that can vary their refresh rate, but as a simplification here, we'll assume a constant refresh rate display.įPS is typically a rolling average over many seconds since frame times are not consistent from frame to frame. ![]() 60Hz is 60 times per second, 144Hz is 144 times per second, and so on. Hz on the other hand generally a constant rate and does not vary based on scene complexity. This variation in frame time is caused by differences in the complexity of the 3D scene being rendered - for example, an explosion in one scene may take more time to render than the prior scene. The GPU can complete frames faster or slower than the display can show them. ![]()
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