plus there is a certain machismo element to the number of FPS your card
can render...

--- Mike Mestnik <[EMAIL PROTECTED]> wrote:
> 
> --- Felix Kühling <[EMAIL PROTECTED]> wrote:
> > On Fri, 17 Oct 2003 12:10:05 -0700 (PDT)
> > Alex Deucher <[EMAIL PROTECTED]> wrote:
> > 
> > > you need to change the DRI config settings:
> > > 
> > >
>
http://dri.sourceforge.net/cgi-bin/moin.cgi/ConfigurationInfrastructure
> > > 
> > > perhaps we shouldn't make sync to refresh the default.
> > 
> > IIRC there was a similar discussion after the texmem-0-0-1 merge. I
> was
> > hoping that a well defined configuration system would finally allow
> us
> > to make the default comply with the spec. The default setting
> should not
> > affect the frame rate if it was below the vertical refresh rate
> without
> > vsyncing. Only for benchmarks it is useful to disable vsync. For
> > everyday work/game play you never need more than 75 or 80 Hz, do
> you?
> > 
> > > 
> > > Alex
> > 
> > Regards,
> >   Felix
> > 
> There may be allot I don't know about OpenGL, but I do know video
> games.  In games you want to
> hear/see the latesed info about game state that exists, this
> adds(subtracts) to your hand eye
> cordination(Things like network anticipation are great).  You also
> want what you hear to be
> synched with what you see. It's important for these 2 reasons that
> OpenGL allways present the user
> with the most current data.
> 
> The way things should work is...
> The card tells the game when the NEXT vsync should happen, deduced by
> Current + RefreshRate. Then
> the game should predict what things will look like and send that to
> the card to be rendered.
> 
> However things AFAICG work...
> The game renderes as many FPS as the card can and the card draws the
> last one to the sceen.  Maby
> not the best way but the most feasable with what(drivers) we have
> today.
> 
> Thus synch to vblank ?may? make frames appere 1/RefreshRate of a
> seconds too late.  Thought for
> most gamers this may be fine, I think my eyes are faster.
> 
> 
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