Rift and V-Sync
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- One Eyed Hopeful
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Rift and V-Sync
I noticed that a lot of suggestions for the Rift seem to involve turning off vsync and I was wondering why this is the case? I'm presuming it's because when fps drops below 60, vsync will drop the fps to 30 and the sudden drop would be detrimental to the experience etc. If that's the case, then wouldn't adaptive vsync be sufficient? That would allow both the screen tear prevention and reduce stuttering when fps drops
- Namielus
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Re: Rift and V-Sync
Oculus recommends Vsync on now.
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- One Eyed Hopeful
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Re: Rift and V-Sync
Does TF2 still recommend vsync off? I guess my question would be better stated as : Is there any downside to using adaptive vsync with the rift?
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- Cross Eyed!
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Re: Rift and V-Sync
Vsync adds latency, especially at the low rate of 60Hz (~16.67 ms per update). The reason why it adds latency is that it buffers all the pixels that make up the screen (I'm not technically knowledgeable on this topic, so sorry if I'm using the wrong terms, etc.), then renders it all at once, in time with the monitor's refresh. With vsync off, when the pixels are processed, they are sent to the screen ASAP (I guess). This causes tearing, since the pixels are not being updated in sync with the monitor's refresh. Also, for whatever reason(s), many games add considerably more than just 16.67 ms of latency with vsync on.
A 120Hz screen should be the minimum for the consumer Rift.
A 120Hz screen should be the minimum for the consumer Rift.
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- One Eyed Hopeful
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Re: Rift and V-Sync
Hmm, that makes sense but if so why does Oculus now recommend vsync on? I suppose they feel the screen tearing is a bigger issue?
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- One Eyed Hopeful
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Re: Rift and V-Sync
I'll take anything over tearing. Even on my monitor it's unbearable, I can't imagine how awful it would be on the rift.
- MrGreen
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Re: Rift and V-Sync
Tearing is tear-ible (sorry) but the input lag v-sync adds is easily perceptible with a mouse, I can only imagine how unbearable it must be for head tracking.kludd70 wrote:I'll take anything over tearing. Even on my monitor it's unbearable, I can't imagine how awful it would be on the rift.
Abrash is right when he says we have a long way to go...
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- One Eyed Hopeful
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Re: Rift and V-Sync
They always have recommended vsync on from the beginning - Palmer mentions it in pretty much any video where he talks about what you need for a solid VR experience.pirsquared wrote:Hmm, that makes sense but if so why does Oculus now recommend vsync on? I suppose they feel the screen tearing is a bigger issue?
It's Valve who are being contradictory in saying that vsync should be off in TF2.
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- Two Eyed Hopeful
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Re: Rift and V-Sync
Has anyone actually complained about head tracking latency with the Rift? The main complaints I've seen are about the screen door effect and the motion blur from the slow pixel response time. In contrast, everyone seems to praise the responsiveness of the tracking. Latency seems to be one of those things like antialiasing which enthusiasts will obsess over down to the subpixel or millisecond, but which most people will find that 'good enough' is good enough.
- MrGreen
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Re: Rift and V-Sync
And what do they know right!Fluke wrote:They always have recommended vsync on from the beginning - Palmer mentions it in pretty much any video where he talks about what you need for a solid VR experience.pirsquared wrote:Hmm, that makes sense but if so why does Oculus now recommend vsync on? I suppose they feel the screen tearing is a bigger issue?
It's Valve who are being contradictory in saying that vsync should be off in TF2.
I hate tearing but having my vision reflect my head movement only once every 16.6 ms sounds like a pretty good way to make me feel like crap. I think I'll take their word on this one.
Of course if your rig can't push more than 60 fps I guess that's a moot point.
I'd like to hear Palmer on this though.
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Re: Rift and V-Sync
i guess in theory (i'm not a pro) that if you have enough overhead you won't get any tearing and you catch a couple extra frames from buffering up.
i don't know, but in UDK i'm seeing some tearing and i'm on a mission to crush it. it definitely hurts the experience.
i don't know, but in UDK i'm seeing some tearing and i'm on a mission to crush it. it definitely hurts the experience.
- cybereality
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Re: Rift and V-Sync
I personally think the experience is better with v-sync off. At least with the simple demos I've been testing with. The difference in latency is significant, while the tearing is hard to notice. Valve also recommends to turn v-sync off. Though of course, its very easy to test both ways, so I would encourage people to see for themselves.
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Re: Rift and V-Sync
Oh no.... you just went against your company... guess you didn't like working there
- V8Griff
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Re: Rift and V-Sync
I've been running my Rift on an NVidia GTS 250 and that comfortably runs the Tuscany demo at 60Hz with V Sync enabled and the latency is very low. I'll try it without the V-Sync and report back if it alters the experience.
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- Cross Eyed!
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Re: Rift and V-Sync
In terms of latency, is triple buffer vsync any worse than double buffer?
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- Two Eyed Hopeful
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Re: Rift and V-Sync
A great company is one that encourages employees to question the status quo.Endothermic wrote:Oh no.... you just went against your company... guess you didn't like working there
- V8Griff
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Re: Rift and V-Sync
I've tried the V-Sync on, off and adaptive and can report it makes no discernible difference on my set-up.
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- Sharp Eyed Eagle!
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Re: Rift and V-Sync
With vsync off, you're still only pushing a new display update every 16.6ms. The difference is: with vsync, you know when every frame is going to arrive at the display, and you can iterate our simulation to the correct time, and intercept the correct head orientation late in the rendering pipeline. With vsync off, you have no idea when the frame you're rendering is actually going to be displayed. You'll end up with two or more parts of the screen showing the world at different simulation times, and only one of those updates will actually be the latest, lowest latency update.MrGreen wrote:I hate tearing but having my vision reflect my head movement only once every 16.6 ms sounds like a pretty good way to make me feel like crap.
Vsync off, the only latency gain you can possibly achieve by rendering above 60fps on a 60fps panel is during the readout-to-panel (i.e. the only frames newer than you'd get with vsync on are those that are completed after readout begins), and only ever over part of the screen. The greater the reduction in latency (i.e. the newer the frame), the smaller the area of the screen it actually applies to!
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- One Eyed Hopeful
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Re: Rift and V-Sync
@V8Griff: If the difference is negligible I suppose vsync on is probably best unless the latency becomes unbearable. As for adaptive, its not any different from vsync unless your fps drops below 60!
- V8Griff
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Re: Rift and V-Sync
Yes so I've left it on. I guess the difference may show up in a more complex world however and I've not had time to test that yet.pirsquared wrote:@V8Griff: If the difference is negligible I suppose vsync on is probably best unless the latency becomes unbearable. As for adaptive, its not any different from vsync unless your fps drops below 60!
- MrGreen
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Re: Rift and V-Sync
OK so it was very late...EdZ wrote:With vsync off, you're still only pushing a new display update every 16.6ms. The difference is: with vsync, you know when every frame is going to arrive at the display, and you can iterate our simulation to the correct time, and intercept the correct head orientation late in the rendering pipeline. With vsync off, you have no idea when the frame you're rendering is actually going to be displayed. You'll end up with two or more parts of the screen showing the world at different simulation times, and only one of those updates will actually be the latest, lowest latency update.MrGreen wrote:I hate tearing but having my vision reflect my head movement only once every 16.6 ms sounds like a pretty good way to make me feel like crap.
Vsync off, the only latency gain you can possibly achieve by rendering above 60fps on a 60fps panel is during the readout-to-panel (i.e. the only frames newer than you'd get with vsync on are those that are completed after readout begins), and only ever over part of the screen. The greater the reduction in latency (i.e. the newer the frame), the smaller the area of the screen it actually applies to!
And I'm probably a little dumb, too.
Why does mouse aiming in games feel much smoother with vsync off then? And why does Valve recommend to turn it off?
- LordJuanlo
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Re: Rift and V-Sync
I play in 3 monitors (Eyefinity) with 3 graphics cards in Trifire. Vsync does not work properly with this configuration, so what I have done is limiting framerate. It's not the same than vsync but it works quite good. Some games have a built-in framerate limiter, but there are tools like MSI Afterburner or RadeonPro that allow to limit frames per second in any DirectX app. It does not look as good as vsync, but it removes a lot of tearing with zero input lag.
- Libertine
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Re: Rift and V-Sync
Why triple buffering isn't a standard feature for DirectX is mind boggling to me. I'll take tearing over input lag any day of the week. Tearing makes the movement buttery smooth but the input lag makes games unplayable for me. (i don't own a Rift). I've been trying to use Vsync in Skyrim in 3D and the difference in movement is amazing. It makes panning around like swiveling a viewport to a real world around, but the input lag makes it almost unusable, even using D3DOverrider.
This is an excellent write up on how vsync and triple buffering work.
http://hardforum.com/showthread.php?t=928593
Have any of you Rift owners tried Direct 3D Overrider that comes with Rivatuner? I supposedly enables tripple buffering for DirectX games. The triple buffering in the Nvidia control panels supposedly is only for OpenGL.
This is an excellent write up on how vsync and triple buffering work.
http://hardforum.com/showthread.php?t=928593
Have any of you Rift owners tried Direct 3D Overrider that comes with Rivatuner? I supposedly enables tripple buffering for DirectX games. The triple buffering in the Nvidia control panels supposedly is only for OpenGL.
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- kt9mango
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Re: Rift and V-Sync
By the way guys, if you are still getting issues with this then just make sure you have the Rift on as your preferred/main display and you shouldn't get any tearing.
Cheese
Cheese
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- Cross Eyed!
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Re: Rift and V-Sync
I've got v-sync permenantly off and i'm getting no tearing whatsoever, not played a verio game yet but been through pretty much all the demo's plus HL2 and Portal. I don't have a souped up machine either, I5, 8gb ram, radeon 6850 (I know it sucks but it will do until I need to upgrade) and nothing, getting some motion blur but if you start turning your head in the rift as you do in real life (your eyes flick from one section to the next) then that's not too noticeable either. Can't wait for a better screen though, screen door is bearable......but could do with being reduced dramatically.