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The problem with vsync is that if your FPS drops below the refresh rate, the next frame is skipped, straight out halving your FPS. So if you have a 60hz display, and you're capable of rendering at 59fps smoothly, you actually end up rendering at 30fps.

Worse, if you're alternating between 55-65fps due to subtle changes in scene complexity, the FPS will flip between 30fps and 60fps erratically, which is absolutely horrific (worse than just sticking at 30fps).

To get smooth vsync 60fps, you probably want to be capable of running at 100fps on average, so there's a margin of safety and your worst case doesn't drop below 60fps.

If this technology can make 55-65fps rendering seem as smooth as a 100fps capable machine with vsync enabled, it just nearly halved the system requirements.

If it sounds like a mundane way to progress, that's because it is. All this is doing is replacing a system of bad design due to legacy reasons. Pushing data when it's done is almost always more sensible than an awkward fixed interval polling loop.



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