Aquinus
Resident Wat-man
- Joined
- Jan 28, 2012
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System Name | Apollo |
---|---|
Processor | Intel Core i9 9880H |
Motherboard | Some proprietary Apple thing. |
Memory | 64GB DDR4-2667 |
Video Card(s) | AMD Radeon Pro 5600M, 8GB HBM2 |
Storage | 1TB Apple NVMe, 4TB External |
Display(s) | Laptop @ 3072x1920 + 2x LG 5k Ultrafine TB3 displays |
Case | MacBook Pro (16", 2019) |
Audio Device(s) | AirPods Pro, Sennheiser HD 380s w/ FIIO Alpen 2, or Logitech 2.1 Speakers |
Power Supply | 96w Power Adapter |
Mouse | Logitech MX Master 3 |
Keyboard | Logitech G915, GL Clicky |
Software | MacOS 12.1 |
Certain methods of VSync will require that the frame render exactly when it is supposed to, so if it goes longer you run into an issue where the computer waits for the next frame at that rate. If you look carefully the frame rates you are getting stuck with look something like this:
60fps, 30fps, 20fps, 15fps, 12fps, and 10fps
Notice that how all of the rame rates are ratios of your maximum frame rate.
1/1, 1/2, 1/3, 1/4, 1/5, 1/6.
This really sounds like frame rate. Here is the explination on stackexchange.
Last time I noticed this on my own rig, CCC was forcing VSync on.
60fps, 30fps, 20fps, 15fps, 12fps, and 10fps
Notice that how all of the rame rates are ratios of your maximum frame rate.
1/1, 1/2, 1/3, 1/4, 1/5, 1/6.
This really sounds like frame rate. Here is the explination on stackexchange.
StackExchange said:While it certainly could be an enforced cap by design (dynamic shadows are "expensive"), this sounds like it could be vsync as well.
Basically (and inaccurately), there is a frame which you see, and a frame which is drawn on. When the drawn one is complete, the contents are passed to the screen for you to see while a new frame is drawn.
In the "olden" days, video was drawn line by line at the upper corner and moving to the lower corner and then there was a delay when the "cursor" reset to the upper corner. The reset happens during a "wait state" (aka swap interval, vertical sync command etc) and the frame would be swapped during this very brief window.
vsync ON means wait for this to swap frames. You get FPS capped at the refresh rate of the monitor, a very stable picture, but fast movement feels choppy.
vsync OFF means don't wait. You get FPS capped at the computer's ability to render it, but you get frames being swapped out while the image is partially rendered (aka "tearing"), but fast movement feels smoother.
With vsync on, if you can't meet or exceed the refresh rate, then the hardware has to pause and wait for the next cycle. This means you wait 2 frames-worth of time to swap. In games, this tends to happen in extended bursts because large amounts of staffage, explosions, etc. taxes hardware. The result is the FPS appears to drop from locked 60 to locked 30.
Plenty of psuedo-technical info here, but that's the gist of it.
Last time I noticed this on my own rig, CCC was forcing VSync on.