> -----Original Message-----
> From: Michel Dänzer [mailto:mic...@daenzer.net]
> Sent: Tuesday, April 10, 2018 13:06
> On 2018-04-10 06:26 PM, Cyr, Aric wrote:
> > From: Koenig, Christian Sent: Tuesday, April 10, 2018 11:43
> >
> >> 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.
> What you're describing is what most games have been doing traditionally.
> Croteam's research shows that this results in micro-stuttering, because
> frames may be presented too early. To avoid that, they want to
> explicitly time each presentation as described by Christian.

Yes, I agree completely.  However that's only truly relevant for fixed 
refreshed rate displays.
This is the primary reason for having Adaptive Sync.  
There is no perfect way to solve this without Adaptive Sync, but yes they can 
come up with better algorithms to improve fixed refresh rate displays.

> Maybe we should try getting the Croteam guys researching this involved
> directly here.

I'd be interested in any research they could share, for sure.  
We also have years of experience and research here, but not distilled into any 
readily available format.

> --
> Earthling Michel Dänzer               |               http://www.amd.com
> Libre software enthusiast             |             Mesa and X developer
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