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Updated Latency and unlimited frame rates (markdown)

Dean Herbert 2022-06-12 00:57:05 +09:00
parent d673487e60
commit 6a25b77684

@ -55,7 +55,7 @@ The process of the game is as such:
In the future, we hope to also revamp the other frame limiter options to be more similar to osu!(stable), providing "power saving" and "optimised" modes. The current "2x/4x/8x monitor refresh" are quite situational and can actually be pretty bad for higher refresh rate monitors.
We also hope to make use of various new API available via NVIDIA/DirectX/Vulkan to synchronise frame delivery better, allowing the draw frames to basically be locked to that of your monitor, reducing overhead and latency further.
We also hope to make use of various new API available such as NVIDIA (Reflex), DirectX (12) and Vulkan to synchronise frame delivery better, allowing the draw frames to basically be locked to that of your monitor, avoiding tearing while reducing overhead and latency further.
## FAQ
@ -83,6 +83,10 @@ The goal here is to help change perception. By only limiting one thread's frame
Note that in practice, we do not want this, and from this version in normal gameplay draw frames are also capped at 1,000hz in "Basically Unlimited". As mentioned above in rationale
### Visual tearing is horrible
This is one reason to not run high draw frames. If you would you like to experiment with the certifier without tearing, you can force vsync/gsync on at your graphics card drivers for now.
### Why doesn't it let me retry at the current level?
To keep things simple, we are looking for 100% results. If you get a wrong answer at the current level (and it wasn't a mis-click), the next step is to drop down a level and confirm that you can 100% see the difference at that level.