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Adaptive vsync csgo betting

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To get around this compromise, NVIDIA has a handy new version of vsync called FastSync AMD's version, which came later, is called Enhanced Sync which they introduced a while back and only works with the Maxwell generation and later, ie 9 series cards onward. For me it's a bit of a killer feature as it tries to give you the best of all worlds and works very well.

The CPU of course has to keep up with that fast rendering performance, otherwise that might need upgrading, but that's for another article. What this does in a nutshell, is to let the GPU freewheel so that it runs as fast as possible by using three rendering buffers, asynchronously to the display, but only displays the frame just before the monitor's refresh cycle, throwing the rest away. The downside is that this causes the graphics card to work harder, consuming more power and kicking out more heat.

There might be noticeable coil whine too, depending on the graphics card make and model. In practice, I found this to usually work quite well, leading to fast and fluid gaming with low lag, but can actually introduce its own stutter and hitching if it doesn't work perfectly with the game, or parts of it, so try it and see. If this sounds similar to triple buffering, that's because it is. It's actually an enhanced version of it designed to keep lag to an absolute minimum.

Note that since FastSync is optimised for lowest lag, rendering isn't always smooth NVIDIA themselves admit this can happen so if this is a problem, then you might want to use regular vsync, or AdaptiveSync. What this does is to turn vsync on, where the GPU is capable of rendering frames faster than the monitor refresh rate, but turns it off when rendering slower.

This helps in maintaining a higher overall framerate when the system can't keep up with the monitor refresh, but will introduce judder, tearing and maybe hitching, as the GPU is not synced with the monitor any more. It might be a reasonable compromise, but in this case, perhaps a better solution might be to drop the monitor refresh down to 60Hz with vsync on regular or adaptive assuming of course, that the system can manage at least this refresh rate most of the time.

Some of you may now be shouting at the screen, or frantically posting in the comments, trying to tell me in no uncertain terms that tearing doesn't happen below the monitor's refresh rate. Well, this is just another misconception and it will be more obvious at the lowest 60Hz monitor refresh rate. It tends to look very obvious and awful too, especially with some games. The fact is that tearing happens above, or below the monitor's refresh rate and simply means that the GPU has started drawing a new frame partway through the monitor's scan.

In fact, it can look even more of a mess when the GPU framerate is low. In my experience, it tends to look worst on a 60Hz monitor with the GPU rendering at around fps. This is an odd one, because at first glance, all AdaptiveSync half refresh rate does is mess up smoothness of motion by introducing constant judder. As the name implies, the GPU will render frames at half the monitor's refresh rate, assuming it has enough performance to go that high.

This ensures an unpleasant juddery, double image experience no matter what your monitor's refresh rate is. I can't see what the point of this mode is on a high performance system, other than fiddling about with it and marvelling at how awful it looks. Don't do it, kids! Let me know in the comments if you've found some use for it other than experimentation.

However, there are uses for it on constrained systems. It could be used to save power on a mobile GPU in a laptop that's running on battery power, or on a budget system with a low end graphics card that can't maintain 60fps at decent quality settings, but might still achieve a solid 30fps at those settings. This way, consistent framepacing can be achieved even on a lower end system, resulting in a nicer experience. In fact, this technique is often used in current gen consoles such as the PlayStation 4 and Xbox One all models since these are much weaker than most PCs.

One should see this done somewhat less on the considerably more powerful Xbox One X, though. Now we come to the newest way of synchronizing GPU framerate and video refresh - adaptive sync. If you've got one of these systems just turn it on and forget about it, you've got the best of all worlds. There are no monitors at the moment which support both systems, due to corporate rivalry between the graphics card manufacturers.

It's a classic format war and the sooner it's settled the better. This removes all tearing and stuttering within the adaptive sync range helps with lag too and looks great. Short of maintaining a solid Hz or better with no dropped frames, which can be a tall order, this is the best there is, so be sure to use it. People sometimes report patches or new drivers messing up their systems, but it's much less common than you might think, so go ahead and update.

You'll reap the rewards of increased stability, security and compatibility with the latest games. Heck, as a PC enthusiast, you've got the skills to fix it if it screws up, right? If you really must hold off updating, then try not to wait more than a few days.

By Mike Smith. Oct 6, EDT. Share Tweet Submit. Example of screen tearing with vsync off. It's especially noticeable with the arm on the right, but cuts right across the whole scene. The one that says OFF. Eno View Profile View Posts. If screen tearing bothers you, you might want to put on vsync and limit your framerate to 59 or if you've got a higher refresh rate, or with an external program like MSI Afterburner.

That way you'll get no tearing and no input lag. Per page: 15 30 Date Posted: 1 Feb, am. Posts: Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts. All rights reserved. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames.