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A typical video tearing artifact (simulated image) Screen tearing [1] is a visual artifact in video display where a display device shows information from multiple frames in a single screen draw. [2] The artifact occurs when the video feed to the device is not synchronized with the display's refresh rate.
G-Sync is a proprietary adaptive sync technology developed by Nvidia aimed primarily at eliminating screen tearing and the need for software alternatives such as Vsync. [1] G-Sync eliminates screen tearing by allowing a video display's refresh rate to adapt to the frame rate of the outputting device (graphics card/integrated graphics) rather than the outputting device adapting to the display ...
LCD's definitely experience tearing when playing PC games. I can turn off v-sync in Bioshock and within moments I'll notice the hideous screen tearing and have to turn v-sync back on. It's already been covered that if you want to fix tearing, use v-sync. I will always turn on v-sync if the option is there, no question.
Sets 1, 2 and 3 represent the operation of single, double and triple buffering, respectively, with vertical synchronization (vsync) enabled. In each graph, time flows from left to right. In each graph, time flows from left to right.
A vertical blank interrupt (or VBI) is a hardware feature found in some legacy computer systems that generate a video signal.Cathode-ray tube based video display circuits generate vertical blanking and vertical sync pulses when the display picture has completed and the raster is being returned to the start of the display.
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Specifying 1368 pixels as the screen width would yield an unnatural screen height of 769.5 pixels. Many Wide XGA panels do not advertise their native resolution in the standard timing descriptors, instead offering only a resolution of 1280×768. Some panels advertise a resolution only slightly smaller than the native, such as 1360×765.
The Direct Rendering Manager (DRM) is a subsystem of the Linux kernel responsible for interfacing with GPUs of modern video cards.DRM exposes an API that user-space programs can use to send commands and data to the GPU and perform operations such as configuring the mode setting of the display.