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enabling TearFree requires more memory and is slower (reduced throughput) and introduces a small amount of output latency, but it should not impact input latency. However, the update to the screen is then performed synchronously with the vertical refresh of the display so that the entire update is completed before the display starts its refresh. That is only one frame is ever visible, preventing an unsightly tear between two visible and differing frames. This replicates what the compositing manager should be doing, however, TearFree will redirect the compositor updates (and those of fullscreen games) directly onto the scan out thus incurring no additional overhead in the composited case. Not all compositing managers prevent tearing, and if the outputs are rotated, there will still be tearing without TearFree enabled.
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Video games, which use a wide variety of rendering engines, tend to benefit visually from vertical synchronization since a rendering engine is normally expected to build each frame in real-time, based on whatever the engine's variables specify at the moment a frame is requested. However, because
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Nvidia and AMD video adapters provide an 'Adaptive Vsync' option, which will turn on vertical synchronization only when the frame rate of the software exceeds the display's refresh rate, disabling it otherwise. That eliminates the stutter that occurs as the rendering engine frame rate drops below the
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changes (with speed proportional to the difference of frame rates). It can also occur simply from a lack of synchronization between two equal frame rates, and the tear line is then at a fixed location that corresponds to the phase difference. During video motion, screen tearing creates a torn look as
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Vertical synchronization can also cause artifacts in video and movie presentations since they are generally recorded at frame rates significantly lower than the typical monitor frame rates (24–30 frame/s). When such a movie is played on a monitor set for a typical 60 Hz refresh rate, the video
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Alternatively, the software can instead stay just ahead of the active refresh point. Depending on how far ahead one chooses to stay, that method may demand code that copies or renders the display at a fixed, constant speed. Too much latency causes the monitor to overtake the software on occasion,
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Option "TearFree" "boolean": disable or enable TearFree updates. This option forces X to perform all rendering to a back buffer before updating the actual display. It requires an extra memory allocation the same size as a framebuffer, the occasional extra copy, and requires Damage tracking. Thus,
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a video card or rendering engine generally implies that the hardware and software render the display as fast as possible, without regard to monitor capabilities or resultant video tearing. Otherwise, the monitor and video card throttle the benchmarking program, causing invalid results.
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behind the monitor's active refresh point. That allows for copy routines or rendering engines with less predictable throughput as long as the rendering engine can "catch up" with the monitor's active refresh point when it falls behind.
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When vertical synchronization is used, the frame rate of the rendering engine gets limited to the video signal frame rate. That feature normally improves video quality but involves trade-offs in some cases.
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Tearing can occur with most common display technologies and video cards and is most noticeable in horizontally-moving visuals, such as in slow camera pans in a movie or classic side-scrolling video games.
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A vertical synchronization is an option in most systems in which the video card is prevented from doing anything visible to the display memory until after the monitor finishes its current refresh cycle.
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Screen tearing is less noticeable when more than two frames finish rendering during the same refresh interval since that means the screen has several narrower tears, instead of a single wider one.
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reverse the concept and adapt the display's refresh rate to the content coming from the computer. Such technologies require specific support from both the video adapter and the display.
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Ways to prevent video tearing depend on the display device and video card technology, the software in use, and the nature of the video material. The most common solution is to use
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Some graphics systems let the software perform its memory accesses so that they stay at the same time point relative to the display hardware's refresh cycle, known as
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player misses the monitor's deadline fairly frequently, and the interceding frames are displayed slightly faster than intended, resulting in an effect similar to
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frequently exploited those techniques because of the predictable nature of their respective video systems to achieve effects that might otherwise be impossible.
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The artifact occurs when the video feed to the device is not synchronized with the display's refresh rate. That can be caused by non-matching
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Most systems use multiple buffering and some means of synchronization of display and video memory refresh cycles.
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https://manpages.debian.org/buster/xserver-xorg-video-intel/intel.4.en.html
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the edges of objects (such as a wall or a tree) fail to line up.
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46:. Unsourced material may be challenged and removed.
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125:A typical video tearing artifact (simulated image)
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315:leading to rendering artifacts, tearing, etc.
441:"Nvidia G-Sync is a smooth move for PC games"
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370:, virtualdub.org, 2005-10-31, archived from
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106:Learn how and when to remove this message
348:"What is Screen Tearing? How to Fix IT!"
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155:, and the tear line then moves as the
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44:adding citations to reliable sources
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192:From Intel open source GPU driver,
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457:Exploring Input Lag Inside and Out
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346:Shroff, Lisa (October 23, 2022).
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261:Telecine: Frame rate differences
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321:on classic systems such as the
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31:needs additional citations for
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393:Vsync to Solve Screen Tearing
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454:Derek Wilson (2009-07-16),
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211:vertical blanking interval
484:Film and video technology
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148:in a single screen draw.
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201:Vertical synchronization
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367:How to fight tearing
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177:multiple buffering
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51:Find sources:
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29:This article
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323:Commodore 64
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96:October 2009
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38:Please help
33:verification
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460:, AnandTech
352:GPUinsiders
327:ZX Spectrum
209:During the
478:Categories
464:2012-01-15
415:2014-01-28
378:2015-05-19
333:References
171:Prevention
66:newspapers
275:input lag
268:Input lag
430:amd.com
428:FreeSync
285:Lastly,
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190:—
258:. (See
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256:judder
249:Judder
234:G-Sync
146:frames
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138:video
132:is a
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Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.