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So much for G/Sync?

Thanks :)



I may go into more detail later when i have time. but a short version.

vBlank is what old CRT's used to run.

image > blank > image > blank >... really fast.

That was removed from 'early' LCD's because they could not process a fresh image fast enough, they would flicker.
So LCD's don't have the blank bit in-between, instead they over lay one image over the other, that's why the image can look blurry or ghost during movment, its a series of images overlaying eachother while not perfectly aligned as they are in motion.
This also causes that tearing, two images with one half rendered overlaying the first and out of position.

None of that happens with a 'blank' between each image, by default the screen displays a blank image until it gets one to display, it then removes that image before displaying the next one in waiting cached on the GPU, simple.
LCD's are more than fast enough now to run vBlank, its simply being put back in.

display port vblank is not directly related to CRT vertical blanking interval (VBI), it just shares a similar name
vblank is just a control bit used to synch between output devices and monitors - similar to how vsync works in games, but you can't turn off display ports built in vsync - they even call it vsync in the DP standard, which gets slightly confusing when you try to have a conversation about games and displayport

Vertical Blanking is absolutely not being added back in to LCD's with variable vblank - that would be more like backlight strobing, or "low persistence" as Oculus Rift call it

tearing in games is caused when the game ignores these timing signals (when you turn off game side vsync) and the game is writing to the front buffer in the middle of a scan and the monitor picks up half of the new frame and half of the old frame, using variable vblank the buffer is never actually a blank, as you describe - variable vblank is not changing the way that LCD's read from the buffer, or actually blanking out the buffer, the buffer is always full of an image and it is still being overwritten without being blanked out

ghosting is caused because some LCD technologies just aren't as fast at switching a particular pixel from one colour to another - trying to force these types of monitors to actually blank down and then switch to another colour would be even worse
 
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As a Gsync user, I look forward to seeing a proper comparison between the technologies. How long will it take for this new standard to actually roll out into physical products?
 
As a Gsync user, I look forward to seeing a proper comparison between the technologies. How long will it take for this new standard to actually roll out into physical products?

Hi James, How you you find it? I am currently building a decent rig that I am hoping to use for gaming and screen tearing/dropped frames/stuttering are some of the reasons why I stopped in the first place. I may be able to get hold of an Asus monitor and a G-Sync module and was wondering if it does make a big difference. I will hopefully be running a GTX690 or maybe Titan Black and was also looking at 120/144hz monitors.
 
No credit for AMD? You know there who pushed for open standards so both red and green can use. Lol

Gsync is much like mantle is as much as it's a solution to a problem that nobody was addressing so good on Nvidia for pushing the market to fixing lag and screen tearing and credit to AMD for getting DX12 to reduce it's overhead.
 
I think somebody has fundamentally missed the point of open source......

If you charge £5 for every display port connector...... no one uses it, it doesn't become an industry standard, we get left with DVI.

The entire point of making these things open is to reduce the cost vs things that exist and cost money.

Display port was better for AMD< was better for the industry and was better for monitors, if AMD kept hold of it and charged for it, no one would have used it.

Oh so that's why they did that and gave it the big FREESYNC moniker.

Nothing to do with suddenly being 3 steps behind Nvidia's plan then.
 
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