On 2018-04-10 01:52 PM, Harry Wentland wrote:
> On 2018-04-10 12:37 PM, Nicolai Hähnle wrote:
>> On 10.04.2018 18:26, Cyr, Aric wrote:
>>> That presentation time doesn’t need to come to kernel as such and actually 
>>> is fine as-is completely decoupled from adaptive sync.  As long as the 
>>> video player provides the new target_frame_duration_ns on the flip, then 
>>> the driver/HW will target the correct refresh rate to match the source 
>>> content.  This simply means that more often than not the video presents 
>>> will  align very close to the monitor’s refresh rate, resulting in a smooth 
>>> video experience.  For example, if you have 24Hz content, and an adaptive 
>>> sync monitor with a range of 40-60Hz, once the target_frame_duration_ns is 
>>> provided, driver can configure the monitor to a fixed refresh rate of 48Hz 
>>> causing all video presents to be frame-doubled in hardware without further 
>>> application intervention.
>>
>> What about multi-monitor displays, where you want to play an animation that 
>> spans multiple monitors. You really want all monitors to flip at the same 
>> time.
>>
> 
> Syncing two monitors is what we currently do with our timing sync feature 
> where we drive two monitors from the same clock source if they use the same 
> timing. That, along with VSync, guarantees all monitors flip at the same 
> time. I'm not sure if it works with adaptive sync.
> 
> Are you suggesting to use adaptive sync to do an in-SW sync of multiple 
> displays?
> 
>> I understand where you're coming from, but the perspective of refusing a 
>> target presentation time is a rather selfish one of "we're the display, 
>> we're the most important, everybody else has to adjust to us" (e.g. to get 
>> perfect sync between video and audio). I admit I'm phrasing it in a bit of 
>> an extreme way, but perhaps this phrasing helps to see why that's just not a 
>> very good attitude to have.
>>
> 
> I really dislike arguing on an emotional basis and would rather not use words 
> such as "selfish" in this discussion. I believe all of us want to come to the 
> best possible solution based on technical merit.
> 
>> All devices (whether video or audio or whatever) should be able to receive a 
>> target presentation time.
>>
> 
> I'm not sure I understand the full extent of the problem as I'm not really 
> familiar with how this is currently done, but isn't the problem the same 
> without variable refresh rates (or targeted refresh rates)? A Video API would 
> still have to somehow synchronize audio and video to 60Hz on most monitors 
> today. What would change if we gave user mode the ability to suggest we flip 
> at video frame rates (24/48Hz)?
> 

Never mind. Just saw Michel's reply to an earlier message.

Harry

> Harry
> 
>> If the application can make your life a bit easier by providing the 
>> targetted refresh rate as additional *hint-only* parameter (like in your 24 
>> Hz --> 48 Hz doubling example), then maybe we should indeed consider that.
>>
>> Cheers,
>> Nicolai
>>
>>
>>>
>>>
>>> For video games we have a similar situation where a frame is rendered for a 
>>> certain world time and in the ideal case we would actually display the 
>>> frame at this world time.
>>>
>>> That seems like it would be a poorly written game that flips like that, 
>>> unless they are explicitly trying to throttle the framerate for some 
>>> reason.  When a game presents a completed frame, they’d like that to happen 
>>> as soon as possible.  This is why non-VSYNC modes of flipping exist and 
>>> many games leverage this.  Adaptive sync gives you the lower latency of 
>>> immediate flips without the tearing imposed by using non-VSYNC flipping.
>>>
>>>
>>> I mean we have the guys from Valve on this mailing list so I think we 
>>> should just get the feedback from them and see what they prefer.
>>>
>>> We have thousands of Steam games on other OSes that work great already, but 
>>> we’d certainly be interested in any additional feedback.  My guess is they 
>>> prefer to “do nothing” and let driver/HW manage it, otherwise you exempt 
>>> all existing games from supporting adaptive sync without a rewrite or 
>>> update.
>>>
>>>
>>> Regards,
>>> Christian.
>>>
>>>
>>>     -Aric
>>>
>>
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